File & Path naming
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06-03-2006, 03:40 PM,
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File & Path naming
I haven't been able to find a thread with Silgrad's File and Path naming schemes. I've seen references to one, but couldn't find it in a search. Maybe this info should be made a sticky?
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06-03-2006, 03:54 PM,
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RE: File & Path naming
Quote:Originally posted by Greybeard We haven't had one before (for the Oblivion mod), but I'm working on a clearer CS system for the next alpha. It hasn't mattered much before because I was pretty much the only one working with new assets, but now that we're going with the esm format and using the new merge-to-master function of P.U. it'll be handy if modders won't have to memorize where in the CS lists the assets are. And with the custom model count tallying 359 so far, organizing the lists is pretty important As for the model, texture and icon assets things are much simpler. Everything should be in Meshes\ST, textures\ST and Icons\ST. I've renamed the folders since the last public alpha, to remove the impression that everthing in the folders are mine. New assets can be named however the modder who brings them in would like, they don't have to follow any convention. But particularly with textures it'd be a great idea to continue on the different Generic series if you're adding textures like that. I'm sure it'll all make more sense after the next release =)
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-03-2006, 06:00 PM,
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RE: File & Path naming
Quote:Originally posted by Greybeard If you're using Skyrim related files (anything you've created for Haerter Gap) it's probably best to put them in a folder titled SK rather than ST. |
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06-03-2006, 06:33 PM,
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Siegfried: Oops, I didn't think about that, sorry! Yes RP, Skyrim and Blacklight should definitely use different folders :yes:
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-03-2006, 06:55 PM,
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Thanks!
So the files should be something like: Data\textures\SK\architecture\SkgbStoneHouseWall01.dds I've got to go back to ES and read up on what they've got on the ArchiveInvalidation file. I have to find out whether the unchanged files have to be pulled out of the bsa. The farmhouse I'm modifying has 21 textures associated with it, and I only want to change 3 or 4. |
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