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id Tech 4 (Doom3/Prey/Q4) => id Tech 4 Level Editing => Topic started by: The Happy Friar on September 15, 2014, 01:58:32 PM

Title: File Naming/Folder Structure Conventions
Post by: The Happy Friar on September 15, 2014, 01:58:32 PM
 I'd like you to consider this idea to keep things organized for yourself and even more for others:

When creating scripts and sample boxes to let them run in (aka map) please make sure to set them up in unique folder structures to make maintaining easier and avoid possible double named files which interfere with each other.

Since custom content files will spread over various directories, it'll be appropriate to create subfolders named by your NICKNAME (without any special characters of course) to keep things tight and easy to find afterwards.

Here's my suggestion:

Media:
Code:
- Create a main folder in the base directory named by your nick.
- Within this folder create (two) subfolders named: models and textures
- store all your media in these two folders and of course appropriate subfolders (like characters, base_wall...)


Scripts (progs, cameras...):



Code:
- again create a folder within the individual doom folder (progs, cameras...) with your nickname and if you wish appropriate subfolders


Materials:



Code:
- please name the .mtr file by your nickname and if you create more of them increment the filename
- set up the materials NOT in a way to fit into the existing Doom materials
- set them up by your nickname and from there on go with base_wall or whatever you like to organize them and/or maintain the ease to identify the content category by a well picked directory name which ideally reflects the storage folders as described in the "media" storage suggestion above


Def files:



Code:
- see under "Materials"


Mapfiles:



Code:
- again make a folder named by your nick and proceed from there


Think about it - if everybody works on a fancy "robot" script he may end up naming his things "robot.map" and "robot.script" - soon files will interfere with each other and in the worst case either your work is lost or you have to reedit the third party script to fit the folders you pushed it into to avoid file overwriting.

A neat side effect will be that you can easily find what youu need later on without the need to call a research agency to analyze your base folder (https://web.archive.org/web/20121104033950im_/http://www.doom3world.org/phpbb2/images/smilies/icon_smile.gif)

Feel free to disagree below, but also please feel free to either make a better suggestion or to agree.


Title: Re: File Naming/Folder Structure Conventions
Post by: motorsep on September 15, 2014, 03:30:23 PM
Wouldn't it be better to set up mod folder (naming it with your mod's name) outside of base/ and use standard doom 3 naming conventions that make sense? (copying Doom 3 decls names for replacement content and using sane functional naming for new content).

Not only that doesn't interfere with original game files, it makes it look organized and easy to understand for other people who will be diffing the mod after it goes public, or for collaborators on the mod.
Title: Re: File Naming/Folder Structure Conventions
Post by: The Happy Friar on September 15, 2014, 09:19:28 PM
Yes it would.  I was copying/pasting the tut from doom3world.

I normally do modname/def (or whatever)/thf/filename.whatever.
Title: Re: File Naming/Folder Structure Conventions
Post by: motorsep on September 15, 2014, 11:58:35 PM
Ahh, I thought you wrote and it just didn't sound like you :)