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Fixing the Art naming conventions.


Stan`
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13 hours ago, Alexandermb said:

I've found what he mention, there are two actors "civic_centre" and "civic_center"  and in the simulation they are called "civil_centre" what would be the proper name for all? thats a TODO for fix.

13 hours ago, Stan` said:

@Nescio would know I think we discussed it before. Would definitely be center, as everything is Americanized. not sure about civil or civic

Unfortunately there is no consistency in the art folder; `cc`, `civic_center`, `civic_centre`, and `civil_centre` are all used; if you create new art files, I'd recommend using `civic_center`. [EDIT]: Hopefully someone more skilled in the art folder will eventually standardize all centre file names to `civic_center`.

In the simulation and maps folders the file name used for all civilizations everywhere is `civil_centre`; that is actually a violation of US English, though not the only one (e.g. blacksmith; theatron).

@Basshunter, https://github.com/0ADMods/thracians is an example of a mod that introduces a new civilization. You might want to have a look at it to see what you need to do.

Edited by Nescio
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13 hours ago, Alexandermb said:

I've found what he mention, there are two actors "civic_centre" and "civic_center"  and in the simulation they are called "civil_centre" what would be the proper name for all? thats a TODO for fix.

I have suggested previously that we should rebase the game to use Civic Center exclusively throughout, down to the AI and actors and templates, et al. 

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15 minutes ago, wowgetoffyourcellphone said:

I have suggested previously that we should rebase the game to use Civic Center exclusively throughout, down to the AI and actors and templates, et al. 

Yes, I know, I believe there is a forum thread somewhere. Simply `center` would work too.

Other structures that I think ought to be renamed:

  • blacksmith (a person) → forge (a workshop)
  • royal_stoa → stoa
  • super_dock (the cothon) → harbor (or naval base or military port)
  • theatron (Greek) → theater (English)
  • scout_tower (art), tower_stone, defense_tower (simulation) → tower_large (Large Tower)
  • wooden_tower (art), sentry_tower (simulation) → tower_small (Small Tower)
  • workshop (too generic) → arsenal (ODE)
Edited by Nescio
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27 minutes ago, Stan` said:

@Nescio @wowgetoffyourcellphone The https://trac.wildfiregames.com/wiki/ArtFileNamingConventions page should be updated would you be kind enough to help me do that in a separate thread ?

civic_center shall now be used.

Drop the abbreviations; cc, fc, hc, mc, rc, tc, etc for civic center, farmstead, temple, barracks, storehouse, market, etc. is rather confusing and prone to misunderstandings.

[EDIT]: minor edit to trac page

Edited by Nescio
minor edit to trac page
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On windows

dir "* *" /s

36 files 3 Directories in Art that should be fixed.

binaries\data\mods\public\art\actors\props\structures\seleucids\temple pediment.xml
binaries\data\mods\public\art\terrains\cliff\cliff volcanic coarse.xml
binaries\data\mods\public\art\terrains\cliff\cliff volcanic ground.xml
binaries\data\mods\public\art\terrains\cliff\cliff volcanic light.xml
binaries\data\mods\public\art\terrains\grass\grass b soft dirt 50.xml
binaries\data\mods\public\art\terrains\snow\path a.xml
binaries\data\mods\public\art\terrains\snow\snow 50.xml
binaries\data\mods\public\art\terrains\snow\snow forest.xml
binaries\data\mods\public\art\terrains\snow\snow grass 100.xml
binaries\data\mods\public\art\terrains\snow\snow grass 2.xml
binaries\data\mods\public\art\terrains\snow\snow grass 75.xml
binaries\data\mods\public\art\terrains\snow\snow rocks.xml
binaries\data\mods\public\art\terrains\snow\snow rough.xml
binaries\data\mods\public\art\terrains\special\light blue.xml
binaries\data\mods\public\art\terrains\special\neon green.xml
binaries\data\mods\public\art\textures\terrain\types\cliff volcanic coarse.dds
binaries\data\mods\public\art\textures\terrain\types\cliff volcanic ground.dds
binaries\data\mods\public\art\textures\terrain\types\cliff volcanic light.dds
binaries\data\mods\public\art\textures\terrain\types\grass b soft dirt 50.dds
binaries\data\mods\public\art\textures\terrain\types\light blue.png
binaries\data\mods\public\art\textures\terrain\types\neon green.png
binaries\data\mods\public\art\textures\terrain\types\path a.dds
binaries\data\mods\public\art\textures\terrain\types\snow 50.dds
binaries\data\mods\public\art\textures\terrain\types\snow forest.dds
binaries\data\mods\public\art\textures\terrain\types\snow grass 100.dds
binaries\data\mods\public\art\textures\terrain\types\snow grass 2.dds
binaries\data\mods\public\art\textures\terrain\types\snow grass 2_norm.png
binaries\data\mods\public\art\textures\terrain\types\snow grass 2_spec.png
binaries\data\mods\public\art\textures\terrain\types\snow grass 75.dds
binaries\data\mods\public\art\textures\terrain\types\snow rocks.dds
binaries\data\mods\public\art\textures\terrain\types\snow rough.dds
binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Barcania (3).png
binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Sandbox - Carthaginians.png
binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Sandbox - Iberians.png
binaries\data\mods\public\art\textures\ui\session\icons\mappreview\The Persian Gates.png
binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Tropical Island.png

binaries\data\mods\public\art\textures\skies\sunny 1\
binaries\data\mods\public\art\textures\skies\sunset 1\
binaries\data\mods\public\art\textures\skies\sunset 2\

 

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12 minutes ago, Stan` said:

On windows


dir "* *" /s

36 files 3 Directories in Art that should be fixed.

Also, hyphens should probably be replaced with underscores too, but there are more files with those:

Spoiler

[public]$ find art -name '*-*'
art/meshes/gaia/rock-set-desert-01.dae
art/meshes/gaia/rock-set-desert-02.dae
art/meshes/gaia/rock-set-desert-07.dae
art/meshes/gaia/rock-set-desert-06.dae
art/meshes/gaia/rock-set-desert-03.dae
art/meshes/gaia/rock-set-desert-04.dae
art/meshes/gaia/rock-set-desert-05.dae
art/meshes/props/projectile-bolt.dae
art/meshes/test/reservoir-water.dae
art/actors/props/units/heads/helmets-romans-a.png
art/actors/props/units/weapons/fire-works-test.xml
art/terrains/biome-polar
art/terrains/biome-mediterranean
art/terrains/biome-desert
art/terrains/biome-alpine
art/terrains/special-lava
art/terrains/biome-temperate
art/terrains/biome-tropic
art/terrains/biome-steppe
art/terrains/biome-savanna
art/textures/skins/gaia/oak-trees.dds
art/textures/skins/skeletal/animal-elephant-asian-base.png
art/textures/skins/skeletal/animal-elephant-asian-norm.png
art/textures/skins/skeletal/animal-elephant-base-baby.dds
art/textures/skins/skeletal/animal-elephant-asian-spec.png
art/textures/skins/skeletal/animal-elephant-base.dds
art/textures/skins/skeletal/animal-elephant-base_spec.png
art/textures/skins/skeletal/iberians-test.dds
art/textures/skins/props/helmet/mace-h.dds
art/textures/skins/props/helmet/samnite-b1.dds
art/textures/skins/props/helmet/rome-e-coolus-02.dds
art/textures/skins/props/helmet/rome-a_spec.png
art/textures/skins/props/helmet/hele_a-h_spec.png
art/textures/skins/props/helmet/samnite-c1.dds
art/textures/skins/props/helmet/rome-c.dds
art/textures/skins/props/helmet/rome-e-coolus-centurion.dds
art/textures/skins/props/helmet/rome-b.dds
art/textures/skins/props/helmet/rome-e-coolus.dds
art/textures/skins/props/helmet/rome-e-coolus_spec.png
art/textures/skins/props/helmet/celt_a1-h2_spec.png
art/textures/skins/props/helmet/rome-d.dds
art/textures/skins/props/helmet/mace-g-silver_spec.png
art/textures/skins/props/helmet/rome-e-coolus-centurion_spec.png
art/textures/skins/props/helmet/mace-g.dds
art/textures/skins/props/helmet/mace-g-silver.dds
art/textures/skins/props/helmet/rome-a.dds
art/textures/skins/props/hero-star.png
art/textures/ui/session/icons/remove-guard.png
art/textures/ui/session/icons/focus-rally.png
art/textures/ui/session/icons/garrison-out.png
art/textures/ui/session/icons/attack-request.png
art/textures/ui/session/icons/diplomacy-on.png
art/textures/ui/session/icons/mappreview/sandbox-thepersians.png
art/textures/ui/session/icons/mappreview/sandbox-thebritons.png
art/textures/ui/session/icons/mappreview/sandbox-themacks.png
art/textures/ui/session/icons/mappreview/sandbox-themauryas.png
art/textures/ui/session/icons/mappreview/Sandbox - Iberians.png
art/textures/ui/session/icons/mappreview/sandbox-theseleucids.png
art/textures/ui/session/icons/mappreview/sandbox-thegauls.png
art/textures/ui/session/icons/mappreview/heightmap-greece.png
art/textures/ui/session/icons/mappreview/sandbox-theromans.png
art/textures/ui/session/icons/mappreview/Sandbox - Carthaginians.png
art/textures/ui/session/icons/add-guard.png
art/textures/ui/session/minimap-idle-disabled.png
art/textures/ui/session/minimap-diplomacy-on-highlight.png
art/textures/ui/session/minimap-diplomacy-on.png
art/textures/ui/session/minimap-diplomacy-off-highlight.png
art/textures/ui/session/border/border-bottom.png
art/textures/ui/session/border/border-right.png
art/textures/ui/session/border/border-corner.png
art/textures/ui/session/border/border-left.png
art/textures/ui/session/border/border-top.png
art/textures/ui/session/minimap-diplomacy-off.png
art/textures/ui/session/minimap-idle.png
art/textures/ui/session/minimap-idle-highlight.png
art/textures/ui/pregame/backgrounds/hellenes1-2.png
art/textures/ui/pregame/backgrounds/hellenes1-1.png
art/textures/ui/pregame/backgrounds/hellenes1-3.png
art/textures/ui/global/border/border-bottom.png
art/textures/ui/global/border/border-right.png
art/textures/ui/global/border/border-corner.png
art/textures/ui/global/border/border-left.png
art/textures/ui/global/border/border-top.png
art/textures/ui/loading/border/border-bottom.png
art/textures/ui/loading/border/border-right.png
art/textures/ui/loading/border/border-corner.png
art/textures/ui/loading/border/border-left.png
art/textures/ui/loading/border/border-top.png
art/textures/ui/loading/background-tile.png
art/textures/cursors/action-gather-milk.txt
art/textures/cursors/action-herd.txt
art/textures/cursors/action-gather-rock.png
art/textures/cursors/action-attack.png
art/textures/cursors/action-melee-attack.txt
art/textures/cursors/action-blank.txt
art/textures/cursors/action-return-metal.txt
art/textures/cursors/action-gather-treasure.png
art/textures/cursors/action-repair.txt
art/textures/cursors/action-heal-disabled.txt
art/textures/cursors/action-return-stone.png
art/textures/cursors/action-attack.txt
art/textures/cursors/action-heal.txt
art/textures/cursors/action-gather-ore.txt
art/textures/cursors/action-attack-move.png
art/textures/cursors/action-guard-disabled.png
art/textures/cursors/cursor-flare.png
art/textures/cursors/action-return-wood.png
art/textures/cursors/action-gather-grain.txt
art/textures/cursors/action-attack-move.txt
art/textures/cursors/cursor-help.png
art/textures/cursors/action-ranged-attack.txt
art/textures/cursors/action-gather-meat.png
art/textures/cursors/action-return-wood.txt
art/textures/cursors/cursor-flare.txt
art/textures/cursors/action-gather-tree.png
art/textures/cursors/action-build.png
art/textures/cursors/action-garrison.txt
art/textures/cursors/action-garrison-disabled.png
art/textures/cursors/action-setup-trade-route.txt
art/textures/cursors/action-gather-fish.txt
art/textures/cursors/action-patrol.txt
art/textures/cursors/action-blank.png
art/textures/cursors/action-garrison-disabled.txt
art/textures/cursors/action-gather-ore.png
art/textures/cursors/arrow-default-down.png
art/textures/cursors/cursor-wait.png
art/textures/cursors/action-unload.png
art/textures/cursors/action-gather-ruins.png
art/textures/cursors/action-gather-ruins.txt
art/textures/cursors/action-guard-disabled.txt
art/textures/cursors/cursor-rally.png
art/textures/cursors/action-gather-grain.png
art/textures/cursors/action-herd.png
art/textures/cursors/action-setup-trade-route.png
art/textures/cursors/cursor-no.png
art/textures/cursors/action-build.txt
art/textures/cursors/action-return-metal.png
art/textures/cursors/action-guard.txt
art/textures/cursors/action-guard.png
art/textures/cursors/action-unload.txt
art/textures/cursors/action-gather-fruit.txt
art/textures/cursors/action-return-food.txt
art/textures/cursors/action-gather-treasure.txt
art/textures/cursors/action-gather-fruit.png
art/textures/cursors/action-gather-rock.txt
art/textures/cursors/action-return-stone.txt
art/textures/cursors/action-garrison.png
art/textures/cursors/action-gather-milk.png
art/textures/cursors/action-capture.txt
art/textures/cursors/action-repair.png
art/textures/cursors/action-heal.png
art/textures/cursors/action-capture.png
art/textures/cursors/cursor-help.txt
art/textures/cursors/cursor-no.txt
art/textures/cursors/action-gather-meat.txt
art/textures/cursors/cursor-wait.txt
art/textures/cursors/cursor-rally.txt
art/textures/cursors/action-return-food.png
art/textures/cursors/action-gather-fish.png
art/textures/cursors/action-heal-disabled.png
art/textures/cursors/action-gather-tree.txt
art/textures/cursors/action-unset-rally.png
art/textures/cursors/action-repair-disabled.png
art/textures/cursors/action-patrol.png
art/textures/cursors/action-repair-disabled.txt
art/textures/cursors/action-remove-guard.txt
art/textures/cursors/action-remove-guard.png
art/textures/cursors/action-unset-rally.txt

[EDIT]: D1711 corrects map preview file names.

Edited by Nescio
spoiler; D1711
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And another thing, what is most important for me: the art files specified in templates, e.g.:

  • `athen_infantry_javelinist_b.xml` has `<Icon>units/hele_infantry_javelinist.png</Icon>` and `<Actor>units/athenians/infantry_javelinist_b.xml</Actor>`, which is logical.
  • `athen_cavalry_javelinist_b.xml` has `<Icon>units/athen_cavalry_javelinist.png</Icon>`, which is logical, but `<Actor>units/athenians/cavalry_javelinist_b_m.xml</Actor>`, which is not.

I'd highly appreciate it if the `_m` suffix could be dropped from the total actor, so cavalry etc follow the same format as infantry, as was the case in A22.

Also, use (singular) camel, chariot, elephant instead of (mass noun) camelry, chariotry, elephantry for actor file names, because these are individual units.

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17 minutes ago, Nescio said:

I'd highly appreciate it if the `_m` suffix could be dropped from the total actor, so cavalry etc follow the same format as infantry, as was the case in A22.

The m suffix is for mount, to make it clear that it's not a unit. Once turrets are in, they might be able to go as the turret unit will be defined in the template.

17 minutes ago, Nescio said:

Also, use (singular) camel, chariot, elephant instead of (mass noun) camelry, chariotry, elephantry for actor file names, because these are individual units.

What about infantry ?

 

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10 minutes ago, Stan` said:

The m suffix is for mount, to make it clear that it's not a unit. Once turrets are in, they might be able to go as the turret unit will be defined in the template.

Actually it is a complete unit, and includes both mount and rider. I don't really care how you organize files inside the art folder, but I do appreciate it the file name of the final actor specified in the simulation template matches the template name to minimize confusion; hence no `_m`.

14 minutes ago, Stan` said:

What about infantry ?

Using footman and horseman would be confusing, don't you think? Template file name include infantry and cavalry, but also chariot and elephant; preferably actors should do the same for consistency.

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1 minute ago, Nescio said:

Using footman and horseman would be confusing, don't you think? Template file name include infantry and cavalry, but also chariot and elephant; preferably actors should do the same for consistency.

Well those are consistent aren't they ?

  • camelry
  • cavalry
  • infantry
  • elephantry
6 minutes ago, Nescio said:

Actually it is a complete unit, and includes both mount and rider. I don't really care how you organize files inside the art folder, but I do appreciate it the file name of the final actor specified in the simulation template matches the template name to minimize confusion; hence no `_m`.

There is 134 files with the m_ suffix, which means at least 238 files to edit including templates. I could probably waste a day or two doing that, but then I'll have to do it for delenda est as well last time @wowgetoffyourcellphone nearly crucified me and I'd rather he didn't quit modding ^^

Just knowing that if a unit is a mounted unit you need to add a little _m after the name doesn't seem that difficult, but maybe I'm wrong ?

 

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7 minutes ago, Nescio said:

You can find artillery, cavalry, infantry in a dictionary, but not camelry, chariotry, elephantry—camel, chariot, elephant are the correct singulars.

Camelry is legit https://www.collinsdictionary.com/dictionary/english/camelry The reason template did not have camelry is what happened the last time I tried to introduce them.

Elephantry seems a bit less indeed. There is only one folder using that though.

Chariotry is definitely off the table and not used anywhere.

 

My issue is here is not the semantics though. It's the ratio of work compared to the eventual benefit for everyone. And it's very very little.

 

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7 minutes ago, Stan` said:

Just knowing that if a unit is a mounted unit you need to add a little _m after the name doesn't seem that difficult, but maybe I'm wrong ?

It isn't difficult, but you'd be surprised how often I still encounter errors when modding because I forget about the `_m`—e.g. because I copy an infantry template and find-and-replace "infant" with "caval"—even though I know I should know better. I don't expect I am the only one.

1 minute ago, Stan` said:

Camelry is legit https://www.collinsdictionary.com/dictionary/english/camelry The reason template did not have camelry is what happened the last time I tried to introduce them.

Elephantry seems a bit less indeed. There is only one folder using that though.

Chariotry is definitely off the table and not used anywhere.

They're all three legit, but they're derived from the singular; and branch of army is not the same as a soldier.

5 minutes ago, Stan` said:

My issue is here is not the semantics though. It's the ratio of work compared to the eventual benefit for everyone. And it's very very little.

Fair enough. I suppose I could upload a patch for it on phabricator, but it would still need to be reviewed and committed.

8 minutes ago, Stan` said:

The reason template did not have camelry is what happened the last time I tried to introduce them.

What do you mean exactly?

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This https://code.wildfiregames.com/rP21275

Mostly the part of " and get rid of this camelry unit. "

3 minutes ago, Nescio said:

Fair enough. I suppose I could upload a patch for it on phabricator, but it would still need to be reviewed and committed.

Yeah but maybe there are better uses of your time ? :/

4 minutes ago, Nescio said:

It isn't difficult, but you'd be surprised how often I still encounter errors when modding because I forget about the `_m`—e.g. because I copy an infantry template and find-and-replace "infant" with "caval"—even though I know I should know better. I don't expect I am the only one.

I too often get errors when adding new stuff to the game :D

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4 minutes ago, Stan` said:

Yeah but maybe there are better uses of your time ? :/

It's a trade-off; I'm willing to sacrifice some time on a mundane task today if that means less errors for me when modding in the future. :)

4 minutes ago, Stan` said:

Mostly the part of " and get rid of this camelry unit. "

I still don't see why chariot is allowed but camel is not.

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2 minutes ago, Nescio said:

I still don't see why chariot is allowed but camel is not.

Special case in the AI ? I don't know. Mimo knew better so I trusted him :)

2 minutes ago, Nescio said:

It's a trade-off; I'm willing to sacrifice some time on a mundane task today if that means less errors for me when modding in the future.

That also implies a lot of work for the other modders ^^ and the reviewers. Also for some reason I can't apply patches that moves files, so I'll have to do everything manually.

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i would say the _m is irrelevant for now, when turret is applied i can imagine folders will have just a horse_x horse_y horse_z instead of cavalry.
being logical the proper way would be rename horse_javelinist_x instead of cavalry_javelinist_m and leave cavalry as the rider.

but again having to update it again when turret is implemented makes it irrelevant the best way would be the "after" update,

i know a program (Advanced Renamer) wich can rename the whole files easily removing sufix or prefix and also know how to rename all the template files removing _m with notepad if that is the case.
 

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