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*Cue groaning - "Syntax templates" for Art assets

Submitted by Ravanna on

Ok I have discussed this with happy and eloth before, but I'm not sure everyone agrees.

We have an issue of legality with our meshes. So many of them are from morrowind, and many from mods.
I'm sure we have or can track them on a seperate spreadsheet, but why not make things simpler by adhering to a strict code of filenames?


This has been drilled into me whilst working with Ironbelly and Guns of Icarus, we track the origin( and therefore legality) of meshes with their file name.
When files are in folders, its not needed as much, but files are often reintroduced or moved.

old morrowind files are to ignore this system and to be pruned.
Here's the structure I have been following:

(SW_)Env3D_Dwem_Rav_wall1.nif

structure:
(optional) SW=SkyWind 

Env3D = Environment Mesh (ie rocks, houses)
​Env3DTx = Texture applied specifically to Env Mesh (non tiling/unsuitable for landscape mesh)
​Env2D = texture applied only to landscape mesh, tileable.
​CH3D = Character Mesh Rigged
CH2D = texture applied specifically to that character (baked)
Weap3D = WeaponMesh
Weap3DTx = texture for weapon. (baked)

Dwem = Dwemer
​AI = Ascadian Isles
Imp = Imperial
etc.
We need to confirm the codes we're already using for different vvardenfell areas.


Rav = Author. 
Most important aspect, we track the origin of this file.
ie:
Elo = Eloth
​Hap = Happy
Kura = Kurasaki
SilT = Silgrads Tower
BethSR = Original Skyrim model that has hardly changed.

 

Let me know what u think of this system, once fully developed, it should be a lot of easier to track files and, most importantly, when we leave alpha and near end of beta, when questioned on the legality of our grand mod, we have more of a leg to stand on.

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Last edited by grumpycat on 14 Mar 2014 - 18:09.

All bow down before the Syntax God.

We won't bother with the "SW_".

Renaming files is my forte, so I'll retrospectively alter as many that I know of. But these will mainly be models. Eloth changed most of the textures. The least I can do is filter through to see if there are any original Beth textures, but I'd say most of them will be gone.

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sounds legit to me.

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I've decided to break down the Environmental naming into further groups. It helps with not repeating extra words into the names.

So we have:

Prop3D = Prop Mesh (ie clutter, furniture)
​Prop3DTx

 

 

 

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I dont like idea about 'nickname in file's name'. We have credits for it. And we have folders for Env3D, Weap3D etc.

The better way, imho, it is:

SW_DwemWall1.nif 

SW = our resourses

MSW_DwemWall1.nif 

MSW = not our resourses but we have permission to use it

DwemWall1.nif 

= original files from skyrim

MW_DwemWall1.nif 

MW = original files from morrowind, we need to redone these files

 

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The advantage to having the authors name in the file is if there is something wrong with it, its very easy to know who created the file, otherwise you have to ask on chat, or look for a spreadsheet to find the author. Otherwise I love naming conventions, keep it up.

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Ehamloptiran, we just need to create normal spreadsheet with normal columns. It is more easy to work with spreadsheet either files. I do not think it is necessary to convert the names in the information's dump 

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