Please follow them as they are necessary for
General
We use OGRE. OGRE has a lot of documentation. Look at the deign hints for OGRE here . Really . Read it.Of course also read this here
1 unit = 1 cm got that.... Please make some nice sizes . Use monsters with 80000m height sparely.
Every model (especially if Persons interacts with it) has a "normal" axis. For example for arrow this is the shaft . For a sword,too . For a stick it's the ,well, the stick . I and Bayly (the main modellers) have agreed upon the Z-Axis (get it the z-Axis) . So an arrow shaft should be on the z axis(Yes ON the z-axis , not parallel)
Also every model should have a "normal" point. For an arrow it's the tip. For a bow its the point you shoot the arrow over.For a sword the "cross" (point between shaft and blade, where the sword usually rotates around when used ). For a lever its the turning point etc. Just think of the point where the most actions of the game will be calculated. This point is (0,0,0) .
| + | - | |
|---|---|---|
| X | right of screen | left of screen |
| Y | up Screen | down screen |
| Z | out of screen (towards user) | into screen ( from user) |
This should be considered when making models. Especially the y vertically part because that won't be changed.
All models of character should have the animations "walk" and "die" . "idle" is also recommended . All mesh names , animations , materials , etc. are not to be capitalized . In between new words you have to use one capital letter instead of a whitespace.
First , keep to the other guidelines. Then comment your code. Then don't change the programm to big. Keep function names. :D
Use .gif format . More to come.
Well OGRE textures are tiles. Meaning repeated over and over and over. So make your textures A) detailed B) not too unique (regular , so you won't see a pattern) C) sharp
Level Designers
Keep to the AMLF(they'll come soon)specifications ..... Use comments . Keep AMLFs for interiors . The rest will get another format ....