Also strongly consider separating textures out of the asset file.
Need to come up with a workable naming and organizational scheme for assets. This probably means removing all current levels and starting fresh with the new scheme. Look into the one suggested here:
http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
ex: UtlBayCorInMidPRTT01L01
![alt text][logo]
[logo]: http://4.bp.blogspot.com/-8aUrlslatwQ/UXAG0yUBjUI/AAAAAAAAAaQ/eZFVkG9GVow/s640/webNameBreakdown.jpg
"image missing"
Also strongly consider separating textures out of the asset file.
Folder structure:
assets/
------
characters/
materials/
materials/textures/
materials/textures/decks/
materials/textures/tshirts/
maps/
npcs/
Form:
kit_theme_subkit_assetName_size_mirrored_variant
prefixes:
SM
| Prefix | Object type |
| ------------- |:-------------:|
| SM | static mesh |
| M | material |
| S | sound |
---
random notes, saving it before I lose it.
Need to come up with a workable naming and organizational scheme for assets. This probably means removing all current levels and starting fresh with the new scheme. Look into the one suggested here: http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html ex: UtlBayCorInMidPRTT01L01
Also strongly consider separating textures out of the asset file.
decent infos here, very general and not deep enough but: https://wiki.unrealengine.com/Assets_Naming_Convention
Folder structure:
assets/
characters/ materials/ materials/textures/ materials/textures/decks/ materials/textures/tshirts/ maps/ npcs/
Form: kit_theme_subkit_assetName_size_mirrored_variant
prefixes: SM
random notes, saving it before I lose it.
pre_kit_theme_subkit_assetName_size_mirrored_variant
working examples:
SG_Ramps_WoodA_1_quarter_4x4x1p3_C_A
SG_Utility_BaseA_1_Asphalt_4x4x0p1_C_A