In accordance with the
RAI project (Renaming Arches and Images), the following naming conventions are considered standard:
Please read here before or after you read about map file names for better understanding. <map file name>_xxyy.<map file name> is something you make up that describes the map. For an example, maybe "bearforest" would fit well.
xx and
yy determines generally where this particular map is. xx is the placeholder for east and west. You go east, xx goes up. You go west, xx goes down. yy is the placeholder for north and south. You go north, yy goes up. You go south, yy goes down.
So, say there is a map named map_0000, then the map east of it would be named map_0100 and the map north of it would be named map_0001. If you go below 00 in xx or yy, it turns to letters. Eg: 0a, 0b, 0c .... zx, zy, zz.
map_0a00 would be west of map_0000, for example.
If you want to symbolize that the map is underground, you have "b" or "c", etc.
before the underscore ("_"). For example, mapb_0000 is right under map_0000. To symbolize that the map is a level above the "main level", you put "2" or "3", etc. For example, map2_0000 is right above map_0000.
If <map file name> changes, then xx and yy start over. For example, if a new map named "sandy" is east of "map_0400", it would
not be named sandy_0500, but maybe sandy_0000 (if it was in the bottom left corner of the new "sandy" mapset).
Do Not Use Spaces or caps in map file names. Use underscores ("_") instead of spaces. Use lower case letters in all map file names.
So, lets say that this map we just finished is in the bottom left corner of the mapset we are making. We would name it bearforest_0000. Make sense? No? Good. Re-read it 10 times and draw out little boxes on a piece of paper and name the boxes like you'd name maps.
If you have read this, then go read the wiki page about this
here. This page has pictures which will probably make this a lot easier to comprehend.[/list]
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Definitions:
First and foremost, lets get all of our definitions on the same page. In the /arch folder we have files that end in .arc and .png (and sometimes .anim). The files that end in .arc are called
.arc files and the files that end in .png are called
images (and files with .anim are called
.anim files).
The .arc files used to be refered to as "archs" but, to reduce confusion, we are trying to reduce this and call them ".arc files" or ".arcs" or ".arc"
The .anim files are rarely used, but will be used more in the near future. You will see why if you read on

.
Now, inside the .arc files, things called
archetypes are defined. Each .arc file can define multiple archetypes. You begin each archetype with "object <name>" and end them with "end"--please look at existing .arc files to see what i mean.
When an archetype is placed on a map, it becomes an
object. It is merely a copy of the archetype (hece, the name archetype).
Finally, when the map is loaded into the game, the object becomes a
game object .
Now, lets move on to the naming

[/list]
Naming .arc files:
The naming convention is <type>_<description>
<Type> is only used with the type of wall, wmask, fmask, and floor. (examples: wall_blue.arc, floor_dark.arc, fmask_blood.arc, wmask_fireplace.arc). fwalls (full walls) will be wall_full_whatever.arc (wall_full_blue.arc, wall_full_blue_pattern.arc).
<Description> uses adjectives, nouns, and other words to describe the thing. If you use more than one word, separate them using an underscore ("_"). The order of these words should always be the noun first, followed by the other words.
Throughout the whole .arc file name, adhere to the following statements:
Use only lowercase letters.
No spaces--use _ instead.
No numbers.
Naming Archetypes:
To name an Archetype, change what is after "object", which should be the first line in the .arc file. To make another Archetype in the same .arc file, copy "object" all the way to the first "end", leave a space, and then paste it again.
You must change the "object" attribute as to not have duplicates.The naming convention is <.arc file name>_<letter>
<.arc file name> is the .arc file's name.
<Letter> is used in the case of
variations. If you don't have a variant, still put "_a" at the end. Start at "a" and go down the english alphabet.
What are variations, you ask? They are simply another image that is different than the first one, but still faces the same way. A good example of this is the cave walls--there are 3 different variants for the wall. These are good, because they make things look more natural if you use more than one image every time.
Please make only one .arc file and put the multiple variants in as archetypes.
Do not create multiple .arc files for dealing with variants.Please note that if you are dealing with variants that only change the color of the image, make a .anim file instead of entering in extra objects in the arch! A .anim file should be placed in the same folder as the arch file that the object is defined in. In the .anim file you only put the animation part of an arch file:
anim
image.111
image.121
image.131
image.141
image.151
image.161
image.171
image.181
mina
Name the .anim file the same as the .arc file. You do not need to "name" the variant inside the .anim file (as you would need to name an archetype).
Please adhere to this

[/list]
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Images:
Images are pretty easy if you know what you are doing!
The convention is <type>_<description>_<letter>.XYZ
If double-render (such as wall), <type>_<description>_<letter>.d.XYZ
If double-render wmask, <type>_<description>_<letter>.u.XYZ
<Type> is only used with the type of wall, wmask, fmask, and floor. (examples: wall_blue.arc, floor_dark.arc, fmask_blood.arc, wmask_fireplace.arc).
<Description> uses adjectives, nouns, and other words to describe the thing. If you use more than one word, separate them using an underscore ("_"). The order of these words should always be the noun first, followed by the other words.
<Letter> is used in the case of variations. If you don't have a variant, still put "_a" at the end. Start at "a" and go down the english alphabet.
.XYZ (periodXYZ, if your monitor can't see it) is
VERY important. Lets look at each letter:
X
This describes what "state" the animation is in. In the case of mobs, 1 means the idle state, 2 means the walking state, and 3 means the attacking state. Generally only changed from 1 to a number 1-3.
Y
This describes which way the object is facing. Look at your numberpad.
* When Y is 1, the object is facing north (9 on your numberpad)
* When Y is 2, the object is facing northeast (6 on your numberpad)
* When Y is 3, the object is facing east (3 on your numberpad)
* When Y is 4, the object is facing southeast (2 on your numberpad)
* When Y is 5, the object is facing south (1 on your numberpad)
* When Y is 6, the object is facing southwest (4 on your numberpad)
* When Y is 7, the object is facing west (7 on your numberpad)
* When Y is 8, the object is facing northwest (8 on your numberpad)
Z
This describes which frame the image is in the animation. For instance, lets take the imagined animation of an attacking giant. Lets say there are 3 frames of animation. The first frame is the giant at idle. The second frame is the giant picking up his club. The third frame is his club back where it was at idle, and him punching with his unused hand. Now, in the frame where he is idle, Z would be 1. In the frame where he is lifting up the club, Z would be 2. In the frame where he is punching, Z would be 3.
That should be it for Image Naming.[/list][/list]
Please, adhere to these conventions. If you are interested in helping daimonin out, please visit this page
here.
Thank you very much, all!