I'm with you eric, i second the motion to vote hehe (; On Thu, Jul 9, 2009 at 12:32 PM, eric drewes <figarus@xxxxxxxxx> wrote: > "most games"? > > i think textures and the models they correlate to should stay together, but > i guess it's whatever - i dont really feel convinced of any particular > method > > should we just vote and call it a day? :-P > > On Thu, Jul 9, 2009 at 3:26 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: > >> In most games, models are global, and textures are area specific; to me >> that makes the most sense logically. >> >> >> As far as variables go, take great care in naming them. Using lengthy >> names that are easily read are more beneficial than short-hand names which >> can get confusing to decipher or remember after a while. >> >> >> >> On Thu, Jul 9, 2009 at 2:20 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> Basically implementing the organization system is a bit of tedious work. >>> We would need to tell svn to rename/move all the folders. Then we would need >>> to go into every map, enemy, script used and make sure that all the links >>> still connect right. There will be lots of room for human error >>> >>> Global variables - I'm betting there are going to be tons of them. I >>> forsee there being a lot of flags to see if something has been done or not. >>> I also forsee a problem with similarly named/functioned variables. For >>> example I already have a variable to see if you talk to the old man for the >>> first time but there will probably be a variable later for talking to him on >>> another visit. I'm betting that any area with a lot of dialogue will need >>> global variables to keep of what was said, all stats will need them, etc >>> >>> I don't know about organization I think it could go either way. We should >>> just pick one and run with it. >>> >>> >>> On Thu, Jul 9, 2009 at 12:12 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> Yeah your concern makes sense. >>>> >>>> I was thinkin we could have a "props" folder in /art/models/ and break >>>> it down into subfolders by type (ie furniture, trees, etc) so that for >>>> things that were re-used in multiple places we'd put it there. >>>> >>>> Eric's idea took that one further that we could just have "common" >>>> folders whereever needed. >>>> >>>> Like if something was re-used in the "mystic forest" we could have >>>> /art/models/mystricforest/common/ where all the shared stuff across the >>>> areas of the mystic forest go. >>>> >>>> so we'd have location specific stuff, and then also common folders at >>>> various scopes that had art that was shared within their scope. >>>> >>>> make sense? >>>> On Thu, Jul 9, 2009 at 12:07 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>> >>>>> I believe we should build a file structure that breaks things down by >>>>> type, rather than local for models. Textures should be broken down by >>>>> area. >>>>> Say you have multiple types of an enemy Knight. Say, a Dark Knight and a >>>>> Light Knight; dark knights are habitable in some obelisk; light knights >>>>> are >>>>> habitable in a temple. Lets say later on you want to use both knights in >>>>> the same area, perhaps a "final area" or an arena of some sort. >>>>> >>>>> Instead of having duplicate entries for Dark Knight and Light Knight in >>>>> /art/models/mobs/obelisk/darkknight, lightknight, darkknight texture, >>>>> lightknight texture, etc etc. >>>>> /art/models/mobs/temple/ >>>>> /art/models/mobs/arena/ >>>>> /art/models/mobs/finalarea/ >>>>> >>>>> or having to fish around in various folders looking for where to script >>>>> in the mob and appropriate texture, you could just go to... >>>>> >>>>> /art/models/mobs/Knight >>>>> /art/textures/mobs/Dark, Light >>>>> >>>>> >>>>> Similarly it would apply to traps, building structures, etc. A pillar >>>>> used in FirstTemple may be able to be used in another temple using a >>>>> different texture, even the floors and walls can be reused many times. >>>>> >>>>> /art/models/buildings/floor/floorsize rather than having different >>>>> floor/wall models for every map (which will eventually create TONS of >>>>> reduntant files) >>>>> >>>>> /art/models/buildings/structures/pillar >>>>> then call the appropriate textures by >>>>> >>>>> /art/textures/buildings/firsttemple/pillargranite >>>>> /art/textures/buildings/obelisk/pillarmarble >>>>> >>>>> >>>>> There are a lot more uses than what's listed above, but that should >>>>> give everyone a decent idea of what I'm going for here. >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> On Thu, Jul 9, 2009 at 1:44 PM, eric drewes <figarus@xxxxxxxxx> wrote: >>>>> >>>>>> well nick the issue is that there is no perfect way to do it that >>>>>> would suit all of our needs, basically i think we just need to pick >>>>>> something and be consistent - there are downsides and upsides to almost >>>>>> any >>>>>> system when you're talking about the depth and diversity of art, etc. >>>>>> these >>>>>> folders will contain. Definitely if you can come up with something more >>>>>> efficient we'll all be happy but I just don't know if a drastically >>>>>> better >>>>>> method exists >>>>>> >>>>>> as far as changing file structures go, i would say, maybe we should >>>>>> start now on the void map stuff and we can go back and do the cavemap >>>>>> when >>>>>> we revisit it... although i don't entirely know what it will entail in >>>>>> the >>>>>> back end changes >>>>>> >>>>>> >>>>>> On Thu, Jul 9, 2009 at 2:34 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> good question on global vars, we have so few of them its hard to tell >>>>>>> what they are going to be used for yet. >>>>>>> >>>>>>> what do you think, do you have some ideas? >>>>>>> >>>>>>> And sounds good for scripts following the same format and I think >>>>>>> peeps are for keeping file types seperated. >>>>>>> >>>>>>> For implementing the new naming structure we could do it now or wait >>>>>>> til after this milestone. >>>>>>> >>>>>>> I'm all for waiting but its up to you and nick and eric and katie etc >>>>>>> if you guys want to migrate now or after the milestone >>>>>>> On Thu, Jul 9, 2009 at 11:25 AM, Kent Petersen >>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> I think its a good system. I think scripting should take the same >>>>>>>> format. >>>>>>>> >>>>>>>> How would you like to name global variables? >>>>>>>> >>>>>>>> What do you want to do about implementing the new naming structure? >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> On Thu, Jul 9, 2009 at 11:10 AM, Alan Wolfe >>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> oh and eric clarified that the first half of the game is broken up >>>>>>>>> into chapters, but the second half isnt. >>>>>>>>> >>>>>>>>> so breaking the files up by location means we have both halfs of >>>>>>>>> the game covered by the same system which is nice. >>>>>>>>> >>>>>>>>> It seems pretty good, are you guys down w/ it too? >>>>>>>>> On Thu, Jul 9, 2009 at 11:01 AM, Alan Wolfe < >>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>> >>>>>>>>>> Eric just brought up the point that maybe we should divide by area >>>>>>>>>> instead of chapter. >>>>>>>>>> >>>>>>>>>> I kinda like it cause it simplifies things. >>>>>>>>>> >>>>>>>>>> So like for the voidmap we'd have... >>>>>>>>>> >>>>>>>>>> /Art/Models/TheVoid/VoidMap/ >>>>>>>>>> /Art/Models/TheVoid/FortuneTellerTent/ >>>>>>>>>> /Art/Models/TheVoid/Temple/ >>>>>>>>>> >>>>>>>>>> (with subfolders in there as necesary) >>>>>>>>>> >>>>>>>>>> and then lets say the next area we go to is a big forest that has >>>>>>>>>> a bunch of diff areas, if the forest was named like "mystic forest" >>>>>>>>>> we >>>>>>>>>> could have folders like... >>>>>>>>>> >>>>>>>>>> /Art/Models/MysticForest/LowerWoods/WoodsA1 >>>>>>>>>> /Art/Models/MysticForest/LowerWoods/WoodsA2 >>>>>>>>>> /Art/Models/MysticForest/AlpineArea/ >>>>>>>>>> etc >>>>>>>>>> >>>>>>>>>> ::shrug:: hows that sounds instead of the "by chapter" idea? >>>>>>>>>> On Thu, Jul 9, 2009 at 9:34 AM, Nick Klotz < >>>>>>>>>> roracsenshi@xxxxxxxxx> wrote: >>>>>>>>>> >>>>>>>>>>> *thinking* >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Thu, Jul 9, 2009 at 10:46 AM, Alan Wolfe < >>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>> >>>>>>>>>>>> Thanks for the input Chris >>>>>>>>>>>> >>>>>>>>>>>> "but we would try to not make a lot in case the game can't >>>>>>>>>>>> handle it." >>>>>>>>>>>> >>>>>>>>>>>> there is no problem with the number of files or directories >>>>>>>>>>>> there are, in fact i think more is better because that means we >>>>>>>>>>>> have more >>>>>>>>>>>> detailed organization. >>>>>>>>>>>> >>>>>>>>>>>> "In addition to that, we could zip or rar multiple textures into >>>>>>>>>>>> one file" >>>>>>>>>>>> >>>>>>>>>>>> The game doesnt constantly scan directories or anything like >>>>>>>>>>>> that, and storing the files in zip files would increase the load >>>>>>>>>>>> times cause >>>>>>>>>>>> the contents of the files have to be unzipped when loading the >>>>>>>>>>>> assets. >>>>>>>>>>>> >>>>>>>>>>>> We could do uncompressed files like wad files. That would just >>>>>>>>>>>> hide our assets so people couldn't steal them or alter them as >>>>>>>>>>>> easily. >>>>>>>>>>>> >>>>>>>>>>>> That might be a good thing to do eventually but we need an org >>>>>>>>>>>> scheme for the wad files so are back at the same org problem (: >>>>>>>>>>>> >>>>>>>>>>>> But you are also for keeping the different types of files in >>>>>>>>>>>> diff directories, thanks for that input too! >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> On Thu, Jul 9, 2009 at 3:05 AM, Chris Riccobono < >>>>>>>>>>>> crysalim@xxxxxxxxx> wrote: >>>>>>>>>>>> >>>>>>>>>>>>> This is a really tough one Alan, I don't envy you for having to >>>>>>>>>>>>> tackle it :) >>>>>>>>>>>>> >>>>>>>>>>>>> I thought hard on it and came up with a few things. A simple >>>>>>>>>>>>> content >>>>>>>>>>>>> based folder structure could work, so that the game can call >>>>>>>>>>>>> files >>>>>>>>>>>>> from appropriate folders easily. >>>>>>>>>>>>> >>>>>>>>>>>>> So it would have folders for each type of file: >>>>>>>>>>>>> >>>>>>>>>>>>> /models >>>>>>>>>>>>> /textures >>>>>>>>>>>>> /lua >>>>>>>>>>>>> /sound >>>>>>>>>>>>> >>>>>>>>>>>>> In those folders you could make subfolders based on needs, but >>>>>>>>>>>>> we >>>>>>>>>>>>> would try to not make a lot in case the game can't handle it. >>>>>>>>>>>>> >>>>>>>>>>>>> In addition to that, we could zip or rar multiple textures into >>>>>>>>>>>>> one >>>>>>>>>>>>> file, and have the game read into that file when loading a >>>>>>>>>>>>> model. >>>>>>>>>>>>> That could help when a lot of files have similar names and >>>>>>>>>>>>> don't need >>>>>>>>>>>>> to be scanned constantly in a directory. >>>>>>>>>>>>> >>>>>>>>>>>>> I can't think of more right now, but I agree that we need to >>>>>>>>>>>>> find some >>>>>>>>>>>>> way to organize things soon. >>>>>>>>>>>>> >>>>>>>>>>>>> On Wed, Jul 8, 2009 at 8:27 PM, Alan Wolfe< >>>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>>>> > Ok so this topic keeps coming up, maybe it's time to figure >>>>>>>>>>>>> it out (: >>>>>>>>>>>>> > >>>>>>>>>>>>> > ============= >>>>>>>>>>>>> > Question 1 >>>>>>>>>>>>> > ============= >>>>>>>>>>>>> > >>>>>>>>>>>>> > How do we want to organize files? >>>>>>>>>>>>> > >>>>>>>>>>>>> > For instance one way, if our game is broken up into chapters >>>>>>>>>>>>> (i think it is >>>>>>>>>>>>> > but is that right eric?) we could organize by the chapter >>>>>>>>>>>>> something first >>>>>>>>>>>>> > appears in, as well as location. >>>>>>>>>>>>> > >>>>>>>>>>>>> > For instance! voidmap and tent art could go in... >>>>>>>>>>>>> > >>>>>>>>>>>>> > /Art/Models/Chapter 0/Voidmap/ >>>>>>>>>>>>> > /Art/Models/Chapter 0/Tent/ >>>>>>>>>>>>> > >>>>>>>>>>>>> > then, lets say we start working on a town that leads to a >>>>>>>>>>>>> forest that has a >>>>>>>>>>>>> > lot of different maps (and lets say this is for chapter 2), >>>>>>>>>>>>> we could put the >>>>>>>>>>>>> > art in folders like... >>>>>>>>>>>>> > >>>>>>>>>>>>> > /Art/Models/Chapter 2/UberVille/ >>>>>>>>>>>>> > /Art/Models/Chapter 2/UberVilleSewersA1/ >>>>>>>>>>>>> > /Art/Models/Chapter 2/UberVilleSewersA2/ >>>>>>>>>>>>> > /Art/Models/Chapter 2/UberVilleSewersB1/ >>>>>>>>>>>>> > /Art/Models/Chapter 2/UberVilleSewersB2/ >>>>>>>>>>>>> > /Art/Models/Chapter 2/MysticForestA1/ >>>>>>>>>>>>> > /Art/Models/Chapter 2/MysticForestB1/ >>>>>>>>>>>>> > /Art/Models/Chapter 2/MysticForestC1/ >>>>>>>>>>>>> > /Art/Models/Chapter 2/MysticForestC2/ >>>>>>>>>>>>> > >>>>>>>>>>>>> > the "A1", "C2" etc is like, grid coordinates of the map >>>>>>>>>>>>> (letters are X axis, >>>>>>>>>>>>> > numbers are 1 axis?) so that for places with multiple maps, >>>>>>>>>>>>> we know where >>>>>>>>>>>>> > things are located kind of. It doesnt have to be really >>>>>>>>>>>>> strict cause not >>>>>>>>>>>>> > everything is square or grid shaped but as long as we do >>>>>>>>>>>>> something to give >>>>>>>>>>>>> > an idea of location and try to standardize it as much as >>>>>>>>>>>>> possible it should >>>>>>>>>>>>> > help a lot. >>>>>>>>>>>>> > >>>>>>>>>>>>> > Ok so you say "well what the heck, you might go to a town in >>>>>>>>>>>>> chapter 1 and >>>>>>>>>>>>> > then revisit it in chapter 3, where does it go?" so i'm >>>>>>>>>>>>> thinking it should >>>>>>>>>>>>> > go in the place where it FIRST showed up, so in this case the >>>>>>>>>>>>> town would go >>>>>>>>>>>>> > in the chapter 1 directory. >>>>>>>>>>>>> > >>>>>>>>>>>>> > Ok so what about re-usable objects like trees, chairs, >>>>>>>>>>>>> tables, treasure >>>>>>>>>>>>> > chests etc. >>>>>>>>>>>>> > >>>>>>>>>>>>> > What if we had a folder like... >>>>>>>>>>>>> > >>>>>>>>>>>>> > /Art/Models/Misc/ >>>>>>>>>>>>> > >>>>>>>>>>>>> > and then in there we could have subfolders like "furniture" >>>>>>>>>>>>> and "trees" etc. >>>>>>>>>>>>> > >>>>>>>>>>>>> > That's my rough idea... good? bad? anyone got a diff or >>>>>>>>>>>>> better idea? (: >>>>>>>>>>>>> > >>>>>>>>>>>>> > ============= >>>>>>>>>>>>> > Question 2 >>>>>>>>>>>>> > ============= >>>>>>>>>>>>> > >>>>>>>>>>>>> > Right now we have art in one folder, models in a subfolder of >>>>>>>>>>>>> the art >>>>>>>>>>>>> > folder, and then we have maps, enemies and trap scripts in >>>>>>>>>>>>> another folder. >>>>>>>>>>>>> > >>>>>>>>>>>>> > Do you guys think we should keep files seperated or should we >>>>>>>>>>>>> put them all >>>>>>>>>>>>> > together? IE just have a "content" directory and scripts >>>>>>>>>>>>> will live with >>>>>>>>>>>>> > models and textures and sound effects all in the same >>>>>>>>>>>>> folders. >>>>>>>>>>>>> > >>>>>>>>>>>>> > If we have all the files together, on the one hand our >>>>>>>>>>>>> content is more >>>>>>>>>>>>> > organized cause it's all in the same directory structure, but >>>>>>>>>>>>> on the other >>>>>>>>>>>>> > hand there will be a lot more files per folder and it might >>>>>>>>>>>>> get confusing in >>>>>>>>>>>>> > places where there is a lot of art and lots of script etc. >>>>>>>>>>>>> > >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >