Repository Reference/Naming conventions

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{{navigation title|Building a Game}}
 
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{{grammar}}
 
Naming conventions are required to keep repository clean and easy to work with. There is some files violating common rules, making them first candidates for the renaming.
 
Naming conventions are required to keep repository clean and easy to work with. There is some files violating common rules, making them first candidates for the renaming.
  
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==Texture names==
 
==Texture names==
Texture name should be one or two words explaining what this texture is for. Special textures (normalmaps, glowmaps etc.) should have suffix according to skinframe rules (see [[texture]])
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Texture name should be one or two words explaining what this texture is for.
  
If texture is a part of some group, use the following template for naming: '''texturename<group_number>_<texture_number>'''
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Special textures (normalmaps, glowmaps etc.) should have suffix according to skinframe rules (see [[texture]])
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Name template:
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: texturename''<group_number>''_''<variation_number>''
  
 
Example:
 
Example:
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==Model themes==
 
==Model themes==
Like texture themes, model themes are subfolders in models/mapobjects/. Model theme name should be one word, explaining what models will be used for.
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Like texture themes, model themes are subfolders in '''models/mapobjects/'''. Model theme name should be one word, explaining what models will be used for.
  
 
Examples:
 
Examples:
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==Map names==
 
==Map names==
Map name should contain lowercase latin characters and position of a map in hierarchy:
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Map name contains position of a map location in hierarchy:
 
* '''World'''  
 
* '''World'''  
** '''Locations'''
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** '''Location'''
*** '''Sub-locations'''
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*** '''Sub-location''' (optional)
Template: '''w'''[''worldnum'']'''m'''[''locationnum'']'''''-'''''[''location_name'']'''-'''[''sub-location_name'']
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Name template:
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:w''<worldnum>''m''<locationnum>''-''<location_name>''-''<sub_location_name>''
  
If sub-location is grouped (there is several crypts, caves etc.) first one doesnt contain 1 in the end.
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If sub-location is grouped (there is several crypts, caves etc.) first one should not have 1 in the end.
  
 
Examples:  
 
Examples:  
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  w1m2-pillars-crypt
 
  w1m2-pillars-crypt
 
  w1m2-pillars-crypt2
 
  w1m2-pillars-crypt2
Test levels should be prefixed by '''test-'''. They are not added to game release build.
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Test levels are special case, they should be prefixed by '''test-'''. Test levels are not added to game release build.
  
 
==Map props==
 
==Map props==
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{{finished}}

Latest revision as of 23:32, 9 August 2012

Repository Reference | previous chapter: Building a Game

Contents

Naming conventions are required to keep repository clean and easy to work with. There is some files violating common rules, making them first candidates for the renaming.

Be sure to follow this conventions when adding new files to the repository.

[edit] Texture names

Texture name should be one or two words explaining what this texture is for.

Special textures (normalmaps, glowmaps etc.) should have suffix according to skinframe rules (see texture)

Name template:

texturename<group_number>_<variation_number>

Example:

textures/towns/brick1_1
textures/towns/brick1_2
textures/towns/brick1_3
textures/towns/brick2_1
textures/towns/brick2_2
textures/towns/brick2_3
textures/towns/brick3_1

[edit] Material names

Material names should mimic texture names where possible. For portability reasons there should be only forward (/) slashes.

If material is additional variation of a base material, or additional layer of it, it's name should begin as it's base material

Example:

textures/inn/window // base material
textures/inn/window_envmap // additional envmap layer

[edit] Texture themes

Texture themes is way to categorize textures in map editor. Only one texture theme can be inspected in texture browser at one time. Also it is convenient way to separate files into several folders.

Texture theme should be one word explaining what it will be (like crypt, mausoleum, inn etc.).

Examples:

crypt
mausoleum
dungeon
spiritforge
town

[edit] Model names

Model names can contain lowercase latin characters, numbers and underscore as spacer. Names should be sane, suffixes and numbers should be added only if model is part of some group.

Important: Some exporters like a 3D Studio Max ASE exporter always makes file extensions uppercase, should fix this before models get uploaded to repository

Examples:

// Correct
models/mapobjects/graveyard/stone1.md3
models/mapobjects/graveyard/stone2.md3
models/mapobjects/graveyard/stone3.md3
models/mapobjects/misc/bat1.md3
models/mapobjects/misc/bat2.md3
// Wrong
models/mapobjects/my models/barrel.md3
models/mapobjects/graveyard/stone4.MD3

[edit] Model themes

Like texture themes, model themes are subfolders in models/mapobjects/. Model theme name should be one word, explaining what models will be used for.

Examples:

crypt
dungeon
graveyard

[edit] Map names

Map name contains position of a map location in hierarchy:

  • World
    • Location
      • Sub-location (optional)

Name template:

w<worldnum>m<locationnum>-<location_name>-<sub_location_name>

If sub-location is grouped (there is several crypts, caves etc.) first one should not have 1 in the end.

Examples:

w1m1-cemetery
w1m2-pillars-crypt
w1m2-pillars-crypt2

Test levels are special case, they should be prefixed by test-. Test levels are not added to game release build.

[edit] Map props

All level props is saved to models/maps/<location_name> folders. Use model names convention to name them.

Example:

// Correct:
terrain.ase
// Wrong:
02.ase
terr01b.ASE



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