File Naming Scheme

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Gera Gundorov

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Jan 22, 2008, 11:48:46 PM1/22/08
to The Other Plane - Game Project
As requested, the thread is born. You guys work out the system, since
I haven't done this kind of stuff as of yet :)

G

dantef...@gmail.com

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Jan 24, 2008, 5:08:58 AM1/24/08
to The Other Plane - Game Project
Some unnamed audio guy at work gave me an idea for a great scheme! :)

So, we are still working out what types of files to use, .x or .3ds
for models, so ignore that part.

Here's an example of it, should be self explanatory:

Model_Placeable_Rock01.3ds
Texture_Placeable_Rock01.tga

Model_Item_Torch01.3ds
Texture_Item_Torch01.tga
3dSFX_Item_Torch01.wav (3d, meaning a placed sound in the world that
is ongoing)

Model_QuestNPC_BillyDilly.3ds
Texture_QuestNPC_BillyDilly.tga
Dialogue_QuestNPC_BillyDilly.txt
Speech_QuestNPC_BillyDilly.wav
SFX_QuestNPC_BillyDilly.wav


Any thoughts? Additions? Suggestions? Or a different structure?

Praetor

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Mar 5, 2008, 6:15:11 PM3/5/08
to FLASHOVER - Game Project
That looks good, though what type of thing are you planning on for
normal/height/specular/etc maps?
Something like this?:

Texture_Item_Torch01_n.tga
Texture_Item_Torch01_h.tga

or this maybe?:

Texture_Item_Torch01_Normal.tga
Texture_Item_Torch01_Height.tga

Dante

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Mar 5, 2008, 6:39:23 PM3/5/08
to FLASHOVER - Game Project
Yea, good catch. We hadn't worked that one out yet. George and I just
recently went through getting the proper Parallax Map support in (with
help of Hybrid on Irrlicht Dev). Looks like George's naming was
already something like:

Texture_Item_Torch01_Color.tga
Texture_Item_Torch01_Normal.tga

Looks good to me :)
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