Naming conventions

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Repository Reference | previous chapter: Building a Game

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Texture names

Texture name should contain only latin characters, all lowercase. It should have one or two words explaining what this texture is for. Special texture should be suffixed according to skinframe rules (see texture)

If there is several variations of this texture, use the following template for naming: texturename<group_number>_<texture_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

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 materia, 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

Texture themes

For convenience materials is grouped into different themes, each theme is subfolder of textures/ and separate list item in texture window of map editor.

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

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:

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

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

Map names

Map name should contain lowercase latin characters and position of a map in hierarchy:

  • World
    • Locations
      • Sub-locations

Template: 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.

Examples:

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

Test levels should be prefixed by test-. They are not added to game release build.

Map props

All level pros is saved to models/maps/<location_name> folders. Yet again, use same names. For example, name terrain mesh as terrain.ase, not 02.ase or terr01b.ase.



Next chapter: Repository structure in-depth
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