Graphics conventions

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Established workflow.png This article covers an established workflow.

Established workflows have been discussed among and agreed upon by the development department(s). They should serve as documentation how these workflows are successfully utilized in the project.


This page documents what naming conventions apply to baked graphics assets. This ensures consistency and will also make it very easy for scripts to run through the directories and generate the necessary XML object definitions for FIFE. This is how most of the existing assets are structured.

Contents

Naming guidelines

Polar coordinate system
  • D o n ' t u s e a n y s p a c e c h a r a c t e r s! Don't-use-hyphens-either. Use_underscores_instead!
  • Don't.use.any.additional.dots.in.the.file.or.directory.name
  • All files and directories are lower case only! DON'T USE UPPERCASE CHARACTERS
  • Multiple frames of one action of a set of animations are enumatered starting at 0 without any leading 0's: run_0.png, run_1.png, etc.
  • Angles are enumerated with leading 0's: 000, 045, 090, 135, 180, 225, 270, 315. Polar coordinate system applies (starting East, going counter-clockwise)

File formats

Ingame graphical assets

  • All kind of ingame grapical assets: .png

Raw graphics assets

  • Diagrams: ?
  • Models: .blend
  • Textures: ?

Conventions for specific objects

Inventory items

FIXME

Static map objects

game/objects/<object_category>/<object_name>

[Description]
object_name_000.png
object_name_045.png
object_name_0.png

The description folder is optional, it would be used when something has many different versions, like undamaged and damaged, or even colors.

Animated map objects

Animated map objects will have the following structure:

game/objects/<object category>/<object_name>

action_name
000
045
090
object_name_0.png
object_name_1.png
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