Mavdoc
(?)Developer
- Posted: Sat, 24 Apr 2010 02:59:20 +0000
Asset Organization
Now for the exciting job of folder structuring, organizing and file renaming! xd
Okay, for the few left still reading this, next up is putting all the files created to date into folders and subfolders so they can be easily found and grouped and become easier to work with. Since all these individual files and others are accessed so many times over the course of making a level and future levels, setting up a clean and logical structure now will save tons of time down the road.
3D model files are divided into either level or prop, and organized in their own structure.
Also grouped with the level folders is a directory for the master files. These 3D files contain whole sections of the world stitched together similar to the template geometry image in my first post. This master file is used to render all the rooms in the game. Since all the levels meet and mesh together at different points (like Gold Beach extending slightly into Bassken Lake), we need to render them all together instead of using just the individual level files.
Props are organized by level, then by type. Inside the prop type and also level folders are three more folders for Maya files (Scene), layered PSD painted texture files (Source), and the flattened TIFF texture files (Texture). Here's a folder structure example:
Prop -- > Zen Garden -- > Sakura Tree --& Scene -- > zg_sakuratree_03.mb
Prop -- > Zen Garden -- > Sakura Tree --& Source -- > zg_sakuratree_03.psd
Prop -- > Zen Garden -- > Sakura Tree --& Texture -- > zg_sakuratree_03.tif
For all zones that exist in the game whether they are large areas or a one room instance, they receive a 2-4 letter prefix that represents that area in all file names associated with it. ZG is used for Zen Garden as shown above.
Here is a list of prefixes used for all levels in zOMG! that either currently exist, or used to be in the game. Also included is one area that was not released yet, but is currently being worked on. The only area that isn't abbreviated is Barton, so this isn't in the list.
Can you figure them all out and what they stand for? Keep in mind that some levels were given prefixes BEFORE an official name for the area was thought of.
(For the answers, click and drag select behind each prefix)
AD - AqueDuct
AW - Alien World
BC - Barton Coliseum
BF01 - BattleField 01 (Bill's Ranch)
BI - Bar Interior
BL - Ba**'ken Lake
BLS - Ba**'ken Lake Sawmill
BS - Barton Sewers
BST - Barton Sewers Training
BTS - Barton Train Station
BW - BoardWalk
FM - Forest Meadow
GB - Gold Beach
GBI - Gold Beach Island
JRB - Jungle Ruins Bottom
JRT - Jungle Ruins Top
JRTR - Jungle Ruins Throne Room
M01 - Mission 01 (Dead Man's Pass)
NC - Null Chamber
TM - Training Mission
TV - The Village
UB - Underwater Base
UL - Underwater Ledge
UM - Under Mountain
US - Underwater Shallow
VG - Village General
VT - Village Training
WD - Wolf Den
ZG - Zen Garden
ZGK - Zen Garden Kokeshi
Since there aren't many visuals to show this time, here are images of some things that were discussed about in past threads.
First off are images from what the Old Aqueduct was originally concepted as, and almost became... an Xtreme sports hangout! eek
Full size
Unfortunately, to make the sports interactive would have taken a ton of programming work which we didn't have time for. Not everyone on the team agreed with this concept for the area anyway.
Lastly, here are some other angles of the Null Chamber in 3D.
Full size
Full size
The process of rendering is the next step that I'll cover--
Previous topics:
Overview of Environment Art Pipeline
Concept to Flash Implementation
Prop Concepting
3D Model Creation
Now for the exciting job of folder structuring, organizing and file renaming! xd
Okay, for the few left still reading this, next up is putting all the files created to date into folders and subfolders so they can be easily found and grouped and become easier to work with. Since all these individual files and others are accessed so many times over the course of making a level and future levels, setting up a clean and logical structure now will save tons of time down the road.
3D model files are divided into either level or prop, and organized in their own structure.
Also grouped with the level folders is a directory for the master files. These 3D files contain whole sections of the world stitched together similar to the template geometry image in my first post. This master file is used to render all the rooms in the game. Since all the levels meet and mesh together at different points (like Gold Beach extending slightly into Bassken Lake), we need to render them all together instead of using just the individual level files.
Props are organized by level, then by type. Inside the prop type and also level folders are three more folders for Maya files (Scene), layered PSD painted texture files (Source), and the flattened TIFF texture files (Texture). Here's a folder structure example:
Prop -- > Zen Garden -- > Sakura Tree --& Scene -- > zg_sakuratree_03.mb
Prop -- > Zen Garden -- > Sakura Tree --& Source -- > zg_sakuratree_03.psd
Prop -- > Zen Garden -- > Sakura Tree --& Texture -- > zg_sakuratree_03.tif
For all zones that exist in the game whether they are large areas or a one room instance, they receive a 2-4 letter prefix that represents that area in all file names associated with it. ZG is used for Zen Garden as shown above.
Here is a list of prefixes used for all levels in zOMG! that either currently exist, or used to be in the game. Also included is one area that was not released yet, but is currently being worked on. The only area that isn't abbreviated is Barton, so this isn't in the list.
Can you figure them all out and what they stand for? Keep in mind that some levels were given prefixes BEFORE an official name for the area was thought of.
(For the answers, click and drag select behind each prefix)
AD - AqueDuct
AW - Alien World
BC - Barton Coliseum
BF01 - BattleField 01 (Bill's Ranch)
BI - Bar Interior
BL - Ba**'ken Lake
BLS - Ba**'ken Lake Sawmill
BS - Barton Sewers
BST - Barton Sewers Training
BTS - Barton Train Station
BW - BoardWalk
FM - Forest Meadow
GB - Gold Beach
GBI - Gold Beach Island
JRB - Jungle Ruins Bottom
JRT - Jungle Ruins Top
JRTR - Jungle Ruins Throne Room
M01 - Mission 01 (Dead Man's Pass)
NC - Null Chamber
TM - Training Mission
TV - The Village
UB - Underwater Base
UL - Underwater Ledge
UM - Under Mountain
US - Underwater Shallow
VG - Village General
VT - Village Training
WD - Wolf Den
ZG - Zen Garden
ZGK - Zen Garden Kokeshi
Since there aren't many visuals to show this time, here are images of some things that were discussed about in past threads.
First off are images from what the Old Aqueduct was originally concepted as, and almost became... an Xtreme sports hangout! eek
Full size
Unfortunately, to make the sports interactive would have taken a ton of programming work which we didn't have time for. Not everyone on the team agreed with this concept for the area anyway.
Lastly, here are some other angles of the Null Chamber in 3D.
Full size
Full size
The process of rendering is the next step that I'll cover--
Previous topics:
Overview of Environment Art Pipeline
Concept to Flash Implementation
Prop Concepting
3D Model Creation