PC_Data - File Naming

Model, texture and sound development of P:C
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worsas
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PC_Data - File Naming

Post by worsas » Sat Sep 12, 2015 10:42 am

This is the naming scheme in our data files as it has come to to be over time. It isn't ideal everywhere but good enough to be kept (in my opinion).
Any file in PC_Data starts with the 'pc_' - prefix. In the following overview 'XXX' is a wildcard representing a deliberate content.

bookart/pc/ <--- any bookart goes in here.

icons/pc/a/ <--- This is the place for armor icons. Naming pattern: pc_a_XXX
icons/pc/c/ <--- This is the place for clothing icons. Naming pattern: pc_XXX (often the name of the object as it appears everywhere else, but with a trailing 'i')
icons/pc/l/ <--- This is the place for lamp icons. Naming pattern: pc_XXX
icons/pc/m/ <--- This is the place for book- drink- and misc item icons. Naming pattern for books: pc_bk_XXX. Naming pattern for misc items: pc_misc_XXX. Naming pattern for potions and drinks: pc_XXX
icons/pc/n/ <--- This is the place for ingredient icons. Naming pattern: pc_tx_ingred_XXX
icons/pc/w/ <--- This is the place for weapon icons. Naming pattern: pc_w_XXX

meshes/pc/a/ <--- Armor meshes go in here. Naming pattern: pc_a_XXX (Groundmeshes usually have a trailing 'gnd')
meshes/pc/b/ <--- Hair and faces go in here. Naming pattern: pc_b_XXX
meshes/pc/c/ <--- Clothing meshes go in here. Naming pattern: pc_XXX (A trailing 'gnd' or 'g' for a ground mesh)
meshes/pc/cr/ <--- Creatures go in here. Naming pattern: pc_XXX (keep in mind that every creature needs the accompanying xfiles xpc_XXX.nif and xp_XXX.kf)
meshes/pc/d/ <--- Door meshes go in here. Naming pattern: pc_ex_XXX or pc_in_XXX
meshes/pc/f/ <--- Furniture, terrain objects (rocks eg.) and non-container plants go in here. Naming pattern for furniture: pc_furn_XXX. Naming pattern for plants: pc_flora_XXX. Naming pattern for terrain objects: pc_terrain_XXX
meshes/pc/i/ <--- Interior tiles and other objects that are mainly for the creation of the interior shell (like interior windows) go in here. Naming pattern: pc_in_
meshes/pc/l/ <--- Lamp meshes go in here. Naming pattern: pc_XXX
meshes/pc/m/ <--- Misc items, drinks and books go in here. Naming pattern for books: pc_bk_XXX. Naming pattern for misc items: pc_misc_XXX. Naming pattern for drinks: pc_XXX
meshes/pc/n/ <--- Ingredient meshes go in here. Naming pattern: pc_ing_XXX or pc_ingred_XXX (we should stick with the previous option)
meshes/pc/o/ <--- Container plants, furniture containers and natural ore containers go in here. Naming pattern for container plants: pc_flora_XXX. Naming pattern for ore veins, dead animals and other natural containers: pc_cont_XXX. Naming pattern for furniture containers: pc_XXX.
meshes/pc/w/ <--- Weapon meshes go in here. Naming pattern: pc_XXX
meshes/pc/x/ <--- Man-made exterior objects (buildings, walls, windows, etc) go in here. Naming pattern: pc_ex_XXX

sound/pc/cr/ <--- contains all creature sounds.
sound/pc/ <--- contains all other sounds.

textures/ <--- Textures should remain in the main textures folder.

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worsas
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Post by worsas » Fri Apr 29, 2016 10:18 am

To avoid any confusion: This naming scheme remains valid for the time being, even after the move to the common data files, as only object ids within the esm are going to be changed.

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