Texture Folder Structure: Difference between revisions

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all of the above would also have a "nontiling" and "tiling_1d" subfolder
all of the above would also have a "nontiling" and "tiling_1d" subfolder
== textures/darkmod/roof ==
For textures that are obviously for a roof, like shingles.


== textures/darkmod/stone ==
== textures/darkmod/stone ==


stone/blocks (for rough, uneven block textures)
stone/cobblestones (for rough, uneven blocks or flagstone textures)


stone/brick (for regular bricks of any size)
stone/brick (for regular, rectangular bricks of any size)


stone/natural (rock walls, caves, gravel)
stone/natural (rock walls, cave surfaces, gravel)


stone/flat (cement, marble, anything basically smooth)
stone/flat (cement, marble, ceramic tiles, anything basically flat)


all of the above would also have a "nontiling" and "tiling_2d" subfolder
stone/flat/smooth (polished smooth marble or ceramic surfaces)
 
stone/sculpted  (for tiles or surfaces that have been intentionally sculpted or carved)
 
all of the above would also have a "nontiling" and "tiling_1d" subfolder


== textures/darkmod/wood ==
== textures/darkmod/wood ==
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(designations for indoor vs outdoor, and lit vs unlit, should be included in the name)
(designations for indoor vs outdoor, and lit vs unlit, should be included in the name)
== textures/darkmod/roof ==
(for textures that are obviously for a roof, like shingles)

Revision as of 16:35, 6 June 2007

This is the new folder structure for textures.

Formatting is wip.

textures/darkmod/carpet

carpet (regular tiling carpets go under main folder)

carpet/rugs (are not expected to tile)

carpet/runners (are expected to tile in only one direction)

textures/darkmod/decals

decals/blood (bloodstains, blood smears, bloody footprints, etc)

decals/dirt (for dirt, grime, mud, stains)

decals/symbols (magical symbols, signs, graffiti)

decals/vegetation (leaves, scattered straw, ivy)

textures/darkmod/door

door/metal (any metal doors)

door/metal/bars (for door or gate textures with bars)

door/wood (regular board or panel doors)

door/wood/ornate (rich, mansion-type doors)

textures/darkmod/map_specific

For textures that are needed for specific maps that aren't appropriate for the regular folder structure, like cubemap reflections or LOD shots. Each map should have its own subfolder.

map_specific/bonehoard

map_specific/mansion_alpha

etc.

textures/darkmod/metal

metal/flat (for relatively flat, non-detailed metal)

metal/detail (for textures with obvious pipes, gears, or other 3d features)

metal/grate (for semi-transparent grating, bars)

all of the above would also have a "nontiling" and "tiling_1d" subfolder

textures/darkmod/nature

nature/dirt (dirt, mud, topsoil, etc)

nature/foliage (leaves, ivy, distant trees, etc)

nature/grass (grass and straw)

nature/skybox (for premade skyboxes)

nature/water

all of the above would also have a "nontiling" and "tiling_1d" subfolder

textures/darkmod/roof

For textures that are obviously for a roof, like shingles.

textures/darkmod/stone

stone/cobblestones (for rough, uneven blocks or flagstone textures)

stone/brick (for regular, rectangular bricks of any size)

stone/natural (rock walls, cave surfaces, gravel)

stone/flat (cement, marble, ceramic tiles, anything basically flat)

stone/flat/smooth (polished smooth marble or ceramic surfaces)

stone/sculpted (for tiles or surfaces that have been intentionally sculpted or carved)

all of the above would also have a "nontiling" and "tiling_1d" subfolder

textures/darkmod/wood

wood/boards (anything made of planks)

wood/panels (anything made of panels or seamless wood pieces)

wood/paint_paper (for wallpapered or painted walls, perhaps not a great name?)

wood/beams (for wooden beams, or textures that mix beams and something else)

all of the above would also have a "nontiling" and "tiling_2d" subfolder




textures/darkmod/windows

window (regular windows and transparent glass texture goes under main folder)

window/ornate (stained glass or otherwise decorative)

window/transparent_glass (for windows using see-through textures)

(designations for indoor vs outdoor, and lit vs unlit, should be included in the name)