Texture Folder Structure: Difference between revisions

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This is the new folder structure for textures.
This is the new folder structure for textures as of June 07.


Formatting is wip.
Most textures are in a virtual "shader subfolder" for textures that tile in only one direction '''(tiling_1d)''' and textures that do not tile at all '''(nontiling).''' This only affects the way the textures are sorted in DarkRadiant's MediaBrowser and is intended to give additional sorting information about the tiling behaviour.
 
'''Important:''' Due to an annoying limitation, DDS textures cannot be saved in folders that are more than 5 levels deep. An example for the maximum DDS path depth is this: '''dds/textures/darkmod/stone/flat/'''. Any textures that are saved deeper than that, cannot be opened by Doom 3.


== textures/darkmod/carpet ==
== textures/darkmod/carpet ==
carpet (regular tiling carpets go under main folder)
Regular tiling carpets go under main folder.
*'''carpet/rugs''' (are not expected to tile)
*'''carpet/runners''' (are expected to tile in only one direction--include end pieces)


carpet/rugs (are not expected to tile)
== textures/darkmod/decals ==
* '''decals/blood'''  (bloodstains, blood smears, bloody footprints, etc)
* '''decals/dirt''' (for dirt, grime, mud, stains)
* '''decals/symbols''' (magical symbols, signs, graffiti, arrows)
* '''decals/vegetation''' (leaves, scattered straw, ivy, weeds)


carpet/runners (are expected to tile in only one direction)
== textures/darkmod/door ==
* '''door/metal'''  (any doors that are primarily metal). Gate textures with bars get the prefix '''bars_'''.
* '''door/wood''' (regular board or panel doors). Rich, mansion-type doors get the prefix '''ornate_'''.


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


stone/blocks (for rough, uneven block textures)
* '''map_specific/gathers'''
stone/brick (for regular bricks of any size)
* '''map_specific/blackheart_manor'''
stone/natural (rock walls, caves, gravel)
etc.
stone/flat (cement, marble, anything basically smooth)


all of the above would also have a "nontiling" and "tiling_2d" subfolder
== textures/darkmod/metal ==
 
* '''metal/flat''' (for relatively flat, non-detailed metal)
== textures/darkmod/wood ==
* '''metal/detail''' (for textures with obvious pipes, gears, patterns, or other 3d features)
 
* '''metal/grate''' (for grating, bars)
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/nature ==
== 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'''


nature/foliage (leaves, ivy, distant trees, etc)
== textures/darkmod/paint_paper ==
nature/grass (grass and straw)
For painted wood or wallpaper textures.
nature/dirt (dirt, mud, topsoil, etc)
nature/water


all of the above would also have a "nontiling" and "tiling_2d" subfolder
== textures/darkmod/plaster ==
Surfaces that are plaster or mixes of plaster and wood--most city wall textures go here.


nature/skybox (?)
== textures/darkmod/roof ==
For textures that are obviously for a roof, like shingles.


map_specific (for textures that are needed for specific maps that aren't appropriate for the regular folder structure--perhaps cubemap reflections? Can't think of much else)
== textures/darkmod/sfx ==
map_specific/bonehoard
For lightbeam textures, alpha blends, detail textures, etc.
map_specific/mansion_alpha
etc.


metal
== textures/darkmod/stone ==
metal/flat (for relatively smooth, non-detailed metal)
* '''stone/cobblestones''' (for rough, uneven blocks or flagstone textures)
metal/detail (for textures with obvious pipes, gears, rivets)
* '''stone/brick''' (for regular, rectangular bricks of any size)
metal/grate (for semi-transparent grating, bars)
* '''stone/natural''' (rock walls, cave surfaces, gravel)
* '''stone/flat''' (cement, marble, ceramic tiles, anything basically flat). Polished surfaces get the prefix '''smooth_'''.
* '''stone/sculpted'''  (for tiles or surfaces that have been intentionally sculpted or carved)


all of the above would also have a "nontiling" and "tiling_2d" subfolder
== textures/darkmod/window ==
Regular windows.  (designations for indoor vs outdoor, and lit vs unlit, should be included in the name)
* '''window/ornate''' (stained glass or otherwise decorative)
* '''window/transparent_glass''' (for windows using see-through textures)


metal/trim (for thin trims, which would presumably only tile in 2 directions)
== textures/darkmod/wood ==
 
* '''wood/boards''' (anything made of boards or planks)
window (regular windows and transparent glass texture goes under main folder)
* '''wood/panels''' (anything made of panels or seamless wood pieces)
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)
 
door
door/wood (regular old doors)
door/wood/ornate (rich, mansion-type doors)
door/metal
door/metal/bars (for door or gate textures with bars)


roof (for textures that are obviously for a roof, like shingles)
== See also ==
* [[Material File Naming Convention]]
* [[Model Folder Structure]]


decals
{{textures}} [[Category:Folderstructure]]
decals/dirt (for dirt, grime, mud, stains)
decals/symbols (magical symbols, signs, graffiti)
decals/vegetation (leaves, scattered straw, ivy)
decals/blood

Latest revision as of 19:28, 22 August 2008

This is the new folder structure for textures as of June 07.

Most textures are in a virtual "shader subfolder" for textures that tile in only one direction (tiling_1d) and textures that do not tile at all (nontiling). This only affects the way the textures are sorted in DarkRadiant's MediaBrowser and is intended to give additional sorting information about the tiling behaviour.

Important: Due to an annoying limitation, DDS textures cannot be saved in folders that are more than 5 levels deep. An example for the maximum DDS path depth is this: dds/textures/darkmod/stone/flat/. Any textures that are saved deeper than that, cannot be opened by Doom 3.

textures/darkmod/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--include end pieces)

textures/darkmod/decals

  • decals/blood (bloodstains, blood smears, bloody footprints, etc)
  • decals/dirt (for dirt, grime, mud, stains)
  • decals/symbols (magical symbols, signs, graffiti, arrows)
  • decals/vegetation (leaves, scattered straw, ivy, weeds)

textures/darkmod/door

  • door/metal (any doors that are primarily metal). Gate textures with bars get the prefix bars_.
  • door/wood (regular board or panel doors). Rich, mansion-type doors get the prefix ornate_.

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/gathers
  • map_specific/blackheart_manor

etc.

textures/darkmod/metal

  • metal/flat (for relatively flat, non-detailed metal)
  • metal/detail (for textures with obvious pipes, gears, patterns, or other 3d features)
  • metal/grate (for grating, bars)

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

textures/darkmod/paint_paper

For painted wood or wallpaper textures.

textures/darkmod/plaster

Surfaces that are plaster or mixes of plaster and wood--most city wall textures go here.

textures/darkmod/roof

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

textures/darkmod/sfx

For lightbeam textures, alpha blends, detail textures, etc.

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). Polished surfaces get the prefix smooth_.
  • stone/sculpted (for tiles or surfaces that have been intentionally sculpted or carved)

textures/darkmod/window

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

  • window/ornate (stained glass or otherwise decorative)
  • window/transparent_glass (for windows using see-through textures)

textures/darkmod/wood

  • wood/boards (anything made of boards or planks)
  • wood/panels (anything made of panels or seamless wood pieces)

See also