Changes between Version 16 and Version 17 of ArtDesignDocument


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Timestamp:
2009-07-15 23:49:17 (4 years ago)
Author:
jason
Comment:

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  • ArtDesignDocument

    v16 v17  
    4545 * Exaggerate the traits of the Civs - Celts were colorful (so in the game they will be very colorful) - Greeks had fancy architecture (so many of their buildings will be fancier than in real life), etc... 
    4646 
    47 ---- 
    48 == File Naming Conventions == 
    49 All filenames should follow the naming conventions described below. 
    50  
    51 General Rules 
    52  
    53  * No spaces in the file name are allowed 
    54  * No capital letters are allowed 
    55  * XML, PMD, PSA, DDS files should use these rules. For any file-formats not specially mentioned here, follow similar naming rules to fit the file type. 
    56  * If using numbers always use two digits. Example: 01, not 1 
    57  * Use underscore ( _ ) to separate portions of the file name 
    58  * Use this order <general>_<civ>_<type>_<extra>_<variation> 
    59  * If the folder path to the file already defines one portion of the name, exclude that from the file name. 
    60  
    61 Examples: 
    62  
    63 celt_isw_a_01.dds – Meaning: Advanced Celtic Infantry Swordsman, Variation 01 Texture 
    64  
    65 kart_hc.pmd – Meaning: Carthaginian Health Center Model 
    66  
    67 ||General[[BR]] ui - User Interface[[BR]] prop - prop[[BR]] wrld – world[[BR]][[BR]]If none of the above, do not use[[BR]] [[BR]] Civ[[BR]] rome - roman[[BR]] hele - hellenes[[BR]] celt - celt[[BR]] pers - persian[[BR]] kart - carthaginians[[BR]] iber - iberians[[BR]] brit - britons[[BR]] gaul - gallic[[BR]] pole - poleis [[BR]] mace - macedonians[[BR]] [[BR]] Extra[[BR]] b - basic[[BR]] a - advanced[[BR]] e - elite[[BR]] f - fall[[BR]] s - summer[[BR]] p - spring[[BR]] w - winter[[BR]] #- numbers[[BR]] etc...||Type[[BR]] Buildings[[BR]] cc - civilization center[[BR]] ho - house[[BR]] fc - farm center[[BR]] fv - farm - vegetation[[BR]] fa - corral - animal[[BR]] rc - resource center[[BR]] tf - free standing tower - scout tower[[BR]] wc - wall[[BR]] wg - wall gate[[BR]] wt - wall tower[[BR]] pc - port center[[BR]] mc - military center[[BR]] tc - trade center[[BR]] hc - health center[[BR]] ff - fortress[[BR]] sb - special building [[BR]] Units[[BR]] isw - infantry swordsman[[BR]] isp - infantry spearman[[BR]] ijv - infantry javelinist[[BR]] isl - infantry slinger[[BR]] iar - infantry archer[[BR]] csw - cavalry sword[[BR]] csp - cavalry spear[[BR]] cjv - cavalry javelin[[BR]] car - cavalry archer[[BR]] fem - female worker[[BR]] med - healer[[BR]] trd - trader[[BR]] sr - siege - rock thrower[[BR]] sp - siege - spear/bolt thrower[[BR]] sr - siege - ram[[BR]] mer - merchantman ship[[BR]] bir - bireme[[BR]] tri - trireme[[BR]] qui - quinquereme[[BR]] su1 - super unit 1[[BR]] su2 - super unit 2[[BR]] su3 - super unit 3[[BR]] hr1 - hero 1[[BR]] hr2 - hero 2[[BR]] hr3 - hero 3[[BR]] scn - scenario unit|| 
    68  
    69 =  = 
     47[[BR]] 
    7048---- 
    7149== Art Pipeline == 
     
    8664 
    8765---- 
    88 == CONCEPTS == 
     66== Concepts == 
    8967Concepts are very important to designing a game. One large reason is that we can all view the collective ‘vision’ behind the artwork in the game before it goes through entire art pipeline. This gives it all a sense of collectiveness. After-all this is one game and not a hodge-podge of artistic styles that very from individual to individual. [[BR]] [[BR]] Concepts are the foundation of the rest of the artwork that we will be doing for the game. What is created by the concept artists will move down the ‘assembly’ line to the modelers and skinners.[[BR]] [[BR]] Refer often to the civilization design documents: 
    9068 
     
    152130 
    153131---- 
    154 === COLLADA EXPORT === 
     132=== COLLADA Export === 
    155133Note: Currently this has only been tested with 3ds Max. Some work may be needed to support other programs. 
    156134 
     
    214192 
    215193---- 
    216 === OTHER 3DS MAX Plugins === 
     194=== Other 3DS MAX Plugins === 
    2171953D Studio Max, while powerful, does have useful additional features/settings that may be added to the default installation and prove to be helpful for creating art content. 
    218196 
     
    252230 
    253231---- 
    254 === LEVEL OF DETAIL === 
     232=== Level of Detail === 
    255233Because the models in the game will be small on screen and because the poly counts must be kept low, anything smaller than a human hand should not be modeled but included in texturing. 
    256234 
    257235---- 
    258 === ORIENTATION === 
     236=== Orientation === 
    259237The orientation of models in the game follows standard max views. When viewing from the max Front view it would display the front facing view of the model. In other words, the model should be looking along the negative Y axis. 
    260238 
    261239---- 
    262 === PROPS === 
     240=== Props === 
    263241Pyrogenesis uses a system that is called propping. It is also defined in the computer world as a parent/child or master/slave relationship. In 0 A.D. we call it a body/prop relationship. Props are objects that are separated from the parent and have the ability to be used independently in whatever circumstance deemed fit. 
    264242 
     
    551529 
    552530---- 
    553 == ACTORS == 
     531 
     532=== File Naming Conventions === 
     533All filenames should follow the naming conventions described below. 
     534 
     535General Rules 
     536 
     537 * No spaces in the file name are allowed 
     538 
     539 
     540 * No capital letters are allowed 
     541 
     542 
     543 * XML, PMD, PSA, DDS files should use these rules. For any file-formats not specially mentioned here, follow similar naming rules to fit the file type. 
     544 
     545 
     546 * If using numbers always use two digits. Example: 01, not 1 
     547 
     548 
     549 * Use underscore ( _ ) to separate portions of the file name 
     550 
     551 
     552 * Use this order <general>_<civ>_<type>_<extra>_<variation> 
     553 
     554 
     555 * If the folder path to the file already defines one portion of the name, exclude that from the file name. 
     556 
     557 
     558 
     559Examples: 
     560 
     561celt_isw_a_01.dds – Meaning: Advanced Celtic Infantry Swordsman, Variation 01 Texture 
     562 
     563kart_hc.pmd – Meaning: Carthaginian Health Center Model 
     564 
     565||General[[BR]][[BR]]ui - User Interface[[BR]][[BR]]prop - prop[[BR]][[BR]]wrld – world[[BR]][[BR]][[BR]] If none of the above, do not use[[BR]][[BR]][[BR]]  Civ[[BR]][[BR]]rome - roman[[BR]][[BR]]hele - hellenes[[BR]][[BR]]celt - celt[[BR]][[BR]]pers - persian[[BR]][[BR]]kart - carthaginians[[BR]][[BR]]iber - iberians[[BR]][[BR]]brit - britons[[BR]][[BR]]gaul - gallic[[BR]][[BR]]pole - poleis[[BR]][[BR]]mace - macedonians[[BR]][[BR]][[BR]]  Extra[[BR]][[BR]]b - basic[[BR]][[BR]]a - advanced[[BR]][[BR]]e - elite[[BR]][[BR]]f - fall[[BR]][[BR]]s - summer[[BR]][[BR]]p - spring[[BR]][[BR]]w - winter[[BR]][[BR]]#- numbers[[BR]][[BR]]etc...||Type[[BR]][[BR]]Buildings[[BR]][[BR]]cc - civilization center[[BR]][[BR]]ho - house[[BR]][[BR]]fc - farm center[[BR]][[BR]]fv - farm - vegetation[[BR]][[BR]]fa - corral - animal[[BR]][[BR]]rc - resource center[[BR]][[BR]]tf - free standing tower - scout tower[[BR]][[BR]]wc - wall[[BR]][[BR]]wg - wall gate[[BR]][[BR]]wt - wall tower[[BR]][[BR]]pc - port center[[BR]][[BR]]mc - military center[[BR]][[BR]]tc - trade center[[BR]][[BR]]hc - health center[[BR]][[BR]]ff - fortress[[BR]][[BR]]sb - special building[[BR]][[BR]]Units[[BR]][[BR]]isw - infantry swordsman[[BR]][[BR]]isp - infantry spearman[[BR]][[BR]]ijv - infantry javelinist[[BR]][[BR]]isl - infantry slinger[[BR]][[BR]]iar - infantry archer[[BR]][[BR]]csw - cavalry sword[[BR]][[BR]]csp - cavalry spear[[BR]][[BR]]cjv - cavalry javelin[[BR]][[BR]]car - cavalry archer[[BR]][[BR]]fem - female worker[[BR]][[BR]]med - healer[[BR]][[BR]]trd - trader[[BR]][[BR]]sr - siege - rock thrower[[BR]][[BR]]sp - siege - spear/bolt thrower[[BR]][[BR]]sr - siege - ram[[BR]][[BR]]mer - merchantman ship[[BR]][[BR]]bir - bireme[[BR]][[BR]]tri - trireme[[BR]][[BR]]qui - quinquereme[[BR]][[BR]]su1 - super unit 1[[BR]][[BR]]su2 - super unit 2[[BR]][[BR]]su3 - super unit 3[[BR]][[BR]]hr1 - hero 1[[BR]][[BR]]hr2 - hero 2[[BR]][[BR]]hr3 - hero 3[[BR]][[BR]]scn - scenario unit|| 
     566 
     567[[BR]] 
     568---- 
     569== Actors == 
    554570  What is an actor? 
    555571