Product Chat / Asset Naming conventions for MAX

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Ertlov
GameGuru BOTB Developer
17
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Joined: 18th Jan 2007
Location: Australia
Posted: 30th Apr 2020 05:36
As wicked is confirmed as renderer, I was wondering if a higher being (aka Lee) can tell already the requirements and naming conventions for textures? Woudl help a lot to start converting and creating 3D stuff before September.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Belidos
3D Media Maker
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Joined: 23rd Nov 2015
Playing: The Game
Posted: 30th Apr 2020 06:05
Lee has said the texture naming conventions will remain the same to avoid conflicts with old entities.

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Ertlov
GameGuru BOTB Developer
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Location: Australia
Posted: 30th Apr 2020 11:09
Good!
I will start my minions
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
LeeBamber
TGC Lead Developer
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Joined: 21st Jan 2000
Location: England
Posted: 30th Apr 2020 15:00
Indeed, for backwards compatibility the current naming convention must remain in place, however we are looking at some additional ones just for MAX that cleverly compact the metalness, roughness and AO maps into a single texture file (I am sure you know the method). Not decided on a naming convention for that one yet, but likely we will use what Unreal uses (or some other big asset store) as it means models imported from there will not need substantial changes when importing

I would stress however that no-one should be using the MAX alpha builds to start their game project on, as it is likely to change, break and explode at random times. You can surely use it as a guide for what you might need and early researches, but there is yet no guarantee and none has been given that GameGuru MAX is able to compete with Unity and Unreal for the production of commercial titles, and I would always urge professionals to seek out proven tools where possible. GameGuru MAX has a long way to go before we can provide it is capable of competing in the modern arena!
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

OldFlak
GameGuru TGC Backer
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Location: Tasmania Australia
Posted: 30th Apr 2020 15:30
Lee - you underestimate yourself. GG Classic is already better (more fun) to use than the bigger engines, it may not look as nice, but it is way more appealing to use.

Most of us here don't want to make AAA games that compete with the big guys. All we want is an engine that is intuitive to work with, creates nice looking games, and playable exe's.

Classic was already on the way there, it simply has quirks that need fixing\tuning.
Just make MAX hit the mark that Classic is not hitting. Refine the editor (like you are doing already), add cool tools to help us build nice games, and make it produce exe's that work on other peoples machines.

Nice visuals are great to have - but if we can't produce exe's of reasonable complex games beyond one or two levels, then it matters not how good it looks in Test Game.

OldFlak....
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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 30th Apr 2020 17:00
Quote: "GameGuru MAX has a long way to go before we can provide it is capable of competing in the modern arena!"

This means it is in the Roadmap, that's enough for me.

I'm with OldFlak here, I wont AAA engine, if so, why to wait for? rather than so I want a GGMax with all their features terminated and working as expected.

About standalone I continue talking abour some sort of "pre-standalone" stage where you can test your standalone and search for missing media, till you are happy with, then GG/GGMax generate the exe file with all the encryted media/scripts files.

Quote: "however we are looking at some additional ones just for MAX that cleverly compact the metalness, roughness and AO maps into a single texture file (I am sure you know the method)"

Does the final result is best quality than separate textures? if so, that's a good point.




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GubbyBlips
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Posted: 30th Apr 2020 19:38
Yep, yep. Stand-alones are obviously the ultimate goal here.
So any work and security in that regard is crucial and very welcomed!
Great idea @ 3com. That would do us well. Hopefully whatever is managed
to progress in that regard would also be instilled into GG classic as well.
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Ertlov
GameGuru BOTB Developer
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Joined: 18th Jan 2007
Location: Australia
Posted: 1st May 2020 00:25
Quote: "I would stress however that no-one should be using the MAX alpha builds to start their game project on"


Of course not, but assets preparation takes months on my side anyway.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."

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