Content repository
Moderator: PPS-Leaders
Re: Content repository
I don't think that would make much sense. If we re-use textures, models contain only the default textures, but we could change them in the game for different fractions.
Another point: Maybe we need an additional subfolder in images for billboards and particles? They don't really fit into the others. We could just call it "billboards" because thats also true for particles. Maybe someone else knows a better name though.
Another point: Maybe we need an additional subfolder in images for billboards and particles? They don't really fit into the others. We could just call it "billboards" because thats also true for particles. Maybe someone else knows a better name though.
Fabian 'x3n' Landau, Orxonox developer
Re: Content repository
i also like retos structure. creating one directory per model seems to go against the idea of content re-use. with slight adjustments:
Code: Select all
data
audio
music
sounds
fonts
images
bumpmaps (?)
decals (?)
effects (for billboards and particles)
overlays
skyboxes
textures
materials
models
programs
Re: Content repository
I like that, already applied it.
Though please explain to me: What counts as decal? Are all these texture files that contain the texture of an entire ship also called decals?
There's also lots of images I haven't been able to classify. So far I've only moved those images I was very sure they belong in that folder.
Here's a picture of the unclassified ones:
Though please explain to me: What counts as decal? Are all these texture files that contain the texture of an entire ship also called decals?
There's also lots of images I haven't been able to classify. So far I've only moved those images I was very sure they belong in that folder.
Here's a picture of the unclassified ones:
- Attachments
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- images.png (276.63 KiB) Viewed 17961 times
http://www.xkcd.com/
A webcomic of romance, sarcasm, math, and language.
A webcomic of romance, sarcasm, math, and language.
Re: Content repository
I just moved
3arrowsup.png
arrow.png
asterix.png
cross.png
eye.png
shield.png
sphere.png
to effects, since they're billboards used for the pickups.
3arrowsup.png
arrow.png
asterix.png
cross.png
eye.png
shield.png
sphere.png
to effects, since they're billboards used for the pickups.
Re: Content repository
I've got one more issue: fonts.
Fonts are placed both in data/fonts and data/gui/fonts. These directories contain both *.ttf files (actual true type fonts) and text files that make up the font you refer to in Ogre (*.fontdef) or CEGUI (*.font).
I thought I could merge all these files into one folder (data/fonts), but keeping the CEGUI stuff separate is probably a good idea.
So, how do we share the *.tff among Ogre and CEGUI but at the same time have separate textual descriptions? For images the task is easy: there are images and materials. But for fonts I couldn't find an analogon to 'materials'.
Any ideas?
Fonts are placed both in data/fonts and data/gui/fonts. These directories contain both *.ttf files (actual true type fonts) and text files that make up the font you refer to in Ogre (*.fontdef) or CEGUI (*.font).
I thought I could merge all these files into one folder (data/fonts), but keeping the CEGUI stuff separate is probably a good idea.
So, how do we share the *.tff among Ogre and CEGUI but at the same time have separate textual descriptions? For images the task is easy: there are images and materials. But for fonts I couldn't find an analogon to 'materials'.
Any ideas?
http://www.xkcd.com/
A webcomic of romance, sarcasm, math, and language.
A webcomic of romance, sarcasm, math, and language.
Re: Content repository
i really got the pool and the data folder confused ...
what about putting meshes and blender files into one folder together with a model description file containing "links" to the material and texture files thus leaving textures and materials in a separate folder?!
what about putting meshes and blender files into one folder together with a model description file containing "links" to the material and texture files thus leaving textures and materials in a separate folder?!
There are only 10 types of people in the world: Those who understand binary, and those who don't.
Re: Content repository
I like the ideas of links, but I suppose it's never going to work because that list will always be outdated and incomplete anyway.
(btw. we don't have any blender files in the data folder, just meshes)
(btw. we don't have any blender files in the data folder, just meshes)
http://www.xkcd.com/
A webcomic of romance, sarcasm, math, and language.
A webcomic of romance, sarcasm, math, and language.
Re: Content repository
Flares and atmosphere rings belong to effects (as they're used for billboards).1337 wrote:There's also lots of images I haven't been able to classify. So far I've only moved those images I was very sure they belong in that folder.
Here's a picture of the unclassified ones:
Another note: I wouldn't use a separate directory for bumpmaps. I'd rather place them together with the texture, but write "bumpmap" in the filename. Two reasons for this:
- If you want to modify a texture, you also have to modify the bumpmap, so it makes sense to keep them close
- We may use different shaders than bumpmaps, for example normalmaps, cubemaps, reflectionmaps, lightmaps, etc.
Maybe we find a better format for textures in the future (for example *.dds which also allows mipmaps) that contain all layers of a texture.
Fabian 'x3n' Landau, Orxonox developer
Re: Content repository
I've moved some more files. That's what remains at the moment:
- Attachments
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- images.png (271.65 KiB) Viewed 17954 times
http://www.xkcd.com/
A webcomic of romance, sarcasm, math, and language.
A webcomic of romance, sarcasm, math, and language.
Re: Content repository
1337 wrote:I like the ideas of links, but I suppose it's never going to work because that list will always be outdated and incomplete anyway.
(btw. we don't have any blender files in the data folder, just meshes)
i don't think that these links will be quickly outdated: once you export a model you don't change it often anymore, do you?
also: it would be great if we could gather all the blender files as the source for our models (most of them should be in the artists folder) and put them together with the meshes or at least mention them in this link file. that would make it much easier to change them if needed.
There are only 10 types of people in the world: Those who understand binary, and those who don't.
Re: Content repository
Of course we need the original files. But they should not be in the official data repository. Rather in the one we discussed earlier in this thread.
http://www.xkcd.com/
A webcomic of romance, sarcasm, math, and language.
A webcomic of romance, sarcasm, math, and language.
Re: Content repository
that's what i mean ^^
i would also put this linking file only into the pool and not the data_extern directory
i think we have to clarify the different names for these folders:
- when talking about the data pool i mean the directory which contains all content that was once created by us or our pps students
- when talking about the data_extern directory i mean the one that gets checked out in order to play/run orxonox
hope this is clear now![Wink ;)](./images/smilies/icon_e_wink.gif)
i would also put this linking file only into the pool and not the data_extern directory
i think we have to clarify the different names for these folders:
- when talking about the data pool i mean the directory which contains all content that was once created by us or our pps students
- when talking about the data_extern directory i mean the one that gets checked out in order to play/run orxonox
hope this is clear now
![Wink ;)](./images/smilies/icon_e_wink.gif)
There are only 10 types of people in the world: Those who understand binary, and those who don't.
Re: Content repository
k, data extern and data pool works for me ![Wink ;)](./images/smilies/icon_e_wink.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
http://www.xkcd.com/
A webcomic of romance, sarcasm, math, and language.
A webcomic of romance, sarcasm, math, and language.
Re: Content repository
Just to summarize the ideas for the data/pool and to make things a little more concrete and move them along..
- Use game/data/pool as path
- Same directory structure as existing data repository
- For models one directory per model, with current state, old states, .blend files and screenshot of the model
- File with used/referenced material files, textures, ... belonging to a model in its directory
- AUTHORS file per directory (like CMakeLists)
- I think audio is already sufficiently structured, we could add source files there, too, if we have them.
- What about images? One directory per image pack? E.g. I think the 6 pictures of a skybox could be grouped. Also there we can add the .xcf or .ps files. Do we need an info file for these as well?
- How should we call the file with the references? info.txt? It could also (optionally) include more information about the model, but we should have some defined structure. Another Idea: Make it in XML, then we could actually at some point take advantage of that in some kind of web-interface.
Re: Content repository
I would suggest to build up a tree-structure with maybe 3 or 4 levels (e.g. {billboard,texture,...} , {metal, rock, ...} , {texture names})Mozork wrote:What about images? One directory per image pack? E.g. I think the 6 pictures of a skybox could be grouped. Also there we can add the .xcf or .ps files. Do we need an info file for these as well?
as we already discussed in msn we could try to use symbolic links to link files which are used in multiple textures
I would use the same naming convention as we/you did with level files. That would be consistent and I think CamelCase looks better than having a lot of underscores in file names ...Mozork wrote: While we're at it we should perhaps also discuss some naming convention for further additions to our data repositories and then be consequent in enforcing it. And also think about a consistent naming convention for old states of files...
There are only 10 types of people in the world: Those who understand binary, and those who don't.
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