From: <han...@he...> - 2004-11-13 23:51:11
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Hi, I'm now starting to apply these changes, so expect things to move around a bit over the next few weeks in the WorldForge media repository. The existing textures will normally be moved to an originals/ folder below their current location, and renamed to match the name of their original folder. There was also an addition suggested, namely: Also allow models to optionally have high and low level of detail versions, stored in high/ and low/ folders in a similar way to the textures. The high LOD ones should have a poly count slightly higher than our current recommendations, so about 100-200 polys for simple items, 200-1000 for more complex ones, and 1000-2500 for characters and creatures. The low LOD ones should have perhaps 20% of this number of polygons, so about 20-50 for simple items, 50-200 for more complex ones, and 200-500 for characters. In summary, low LOD should really be low, but not as low as billboards. Both LOD levels are optional (so there could be only a low LOD version of a model, or only a high LOD version, or both). By default current models will be classified as high LOD. Unless someone has a good counter argument, this suggestion will also be applied. Btw, I'm also adding a template for skybox textures, and some skyboxes. They will be added to 3d_objects/environment/sky/ -- Hans Häggström (zzorn) Hans Häggström wrote: > Hello, > > Here's a proposal on changing the naming of texture and model directory > structure and naming in the WF media repository. It's based on a > discussion yesterday in #media @ irc.worldforge.org. > > I'm cc:ing this proposal to the Once-media list too, as Once is planning > to make use of WF media, as well as to the general@ list to get some > feedback from client coders and other WF persons. > > > Problems with current structure: > - No distributable texture files in the repository > (all are original size) > > - Current naming convention does not address subtemplates, > so it's incomplete. > > - Current naming pattern results in many textures having the same name > This causes many problems in common usage scenarios. > > > Proposed changes: > - Include two resolution levels, low and high, and place low and high > resolution distribution textures in folders with these names under > the current texture directories. > > - Place original layered source files, and a full resolution texture > file in an original/ directory > > - Leave only readme.txt and authors.txt in the current texture > directories. > > - Name textures based on the texture directory name. > > - For templates that consist of sub-templates (e.g. tool consists > of tool head and tool handle), append the sub template name to the > texture name. > > - Template textures do not need low, high, and originals directories, > and should stay named after the template directory name. > > - JPG format files could be used for distributed textures without > transparent areas, as it allows better compression for some types of > textures. > > > So the pattern is: > > 3d_objects/{main_category}/{template_type}/textures/{texture_name}/{resolution}/{texture_name}[_{sub_template_name}].[png/jpg] > > > Where {resolution} is one of low, high, or original. > > > Examples: > > Currently we have: > 3d_objects/items/tool/textures/settler_tools/tool_head.png > 3d_objects/items/tool/textures/settler_tools/tool_handle.png > 3d_objects/items/tool/textures/settler_tools/tool_head.psp > 3d_objects/items/tool/textures/settler_tools/tool_handle.psp > 3d_objects/items/tool/textures/template/tool_head.png > 3d_objects/items/tool/textures/template/tool_handle.png > 3d_objects/items/tool/textures/template/tool_head.psp > 3d_objects/items/tool/textures/template/tool_handle.psp > > With the new naming standard, there would be: > 3d_objects/items/tool/textures/settler_tools/low/settler_tools_head.png > 3d_objects/items/tool/textures/settler_tools/low/settler_tools_handle.png > 3d_objects/items/tool/textures/settler_tools/high/settler_tools_head.png > 3d_objects/items/tool/textures/settler_tools/high/settler_tools_handle.png > 3d_objects/items/tool/textures/settler_tools/original/settler_tools_head.png > > 3d_objects/items/tool/textures/settler_tools/original/settler_tools_handle.png > > 3d_objects/items/tool/textures/settler_tools/original/settler_tools_head.psp > > 3d_objects/items/tool/textures/settler_tools/original/settler_tools_handle.psp > > 3d_objects/items/tool/textures/template/tool_head.png > 3d_objects/items/tool/textures/template/tool_handle.png > 3d_objects/items/tool/textures/template/originals/tool_head.psp > 3d_objects/items/tool/textures/template/originals/tool_handle.psp > > > Rationales: > - For using low/ and high/ instead of adding _low and _high to the > filename: during uclient development, this system was used, and it > was felt that it was too cumbersome to add this kind of metadata to > filenames. Directories are a bit easier to use for this. > > - By placing all originals and other input data files in an original/ > directory, we make it easy to filter out those from a distribution. > Also template/ directories can be removed from end user > distributions, if desired. > > > Resolution sizes: > > Resolution sizes to use for low and high should be determined based on > the details in the texture, the importance of the texture, and the > expected size of objects with the texture in the game. > > Low should be really rather small files, for low end hardware, or far > away objects. Sizes could range from 64*64, to 128*128, and sometimes > up to 256*256 pixels for important and detailed textures for large > objects. > > High can be larger textures, but still acceptable for todays hardware. > Sizes can range from 128*128, to 256*256, and 512*512 for the largest > textures. > > Originals should be 1024*1024 in general, so that they can be used for > rendering, and future hardware. > > > Models: > > For models, a similar pattern might be used. I don't think we need to > create several resolutions of a model, though, so the resolution can be > left out. But the names of models should be based on the model > directory name, and originals should be placed in an original/ > directory. > > E.g. > > 3d_objects/items/tool/models/axe/axe.3ds > 3d_objects/items/tool/models/axe/original/axe.max > > > Implementation: > > If this change is acceptable, we'll do the necessary moves and renames > in the repository, and add distribution versions of texture files. > > > Links: > > The WF Media Repository: > https://svn.worldforge.org:886/svn/media/trunk/ > > Previous WF Media Repository structure specification: > http://www.worldforge.org/media/documents/media_repository_layout > > |