Changes between Version 16 and Version 17 of ArtDesignDocument


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Timestamp:
Jul 16, 2009, 1:49:17 AM (15 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