Game Development Reference
In-Depth Information
Naming conventions
When you buy an asset, you want to know that you can use the asset straight out of the box.
You also need to know you can modify it easily in the future, should you need to. An asset is
exactly what the name implies—an asset to you or your company. It holds value and is stored
for later use again and again. In order to make things easy for whomever ends up using your
asset, you should name the textures and meshes something easily recognizable. Texture
names should follow the format:
So for a car asset, you might name the headlamp texture, sized at 256x256 pixels as
For your Pallet asset, you will be creaing two versions of your texture; a low- and
high-resoluion version. You should name them pallet_wood_256.tga and pallet_
wood_1024.tga , respecively.
Copyright text
In order to avoid your texture appearing all over the Internet as a free download, it is useful
to add a by-line to the file. This small line of text shows who created the texture, where
you can go to get some more like it, and also gives credit where it's due. For example, the
website asks us to name them as the source of the texture, as does anyone
providing images under the Creaive Commons atribuion license . You might get images like
this from
Time for action - final touches
You're almost there! In your GIMP project, click on the New Layer icon at the
botom of the Layers pallet.
When prompted, select Foreground Color under Layer Fill Type.
Click on OK.
In the Layers pallet, click and drag the black layer you created so that it sits at the
botom of the list.
Search Nedrilad ::

Custom Search