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  1. ======================================
  2. PROJECT JUNKER
  3. ======================================
  4. TEXT FILE LAST UPDATE: 31.8.2015
  5. ==========================================================================
  6. > GAME OBJECTS
  7. ==========================================================================
  8. > All game objects must be exported as a .FBX file.
  9. > For ease of use, all objects should use the following naming convention:
  10. "obj_XX.fbx" where "XX" is the name of the object.
  11. E.g. "obj_cart.fbx"
  12. > If there are two or more variations of an object, an alphabet prefix should be
  13. used at the end of the object name.
  14. ******DO NOT USE NUMBERS as the ending prefix******
  15. E.g. "obj_scaffold_A.fbx"
  16. "obj_scaffold_B.fbx"
  17. "obj_scaffold_C.fbx" etc....
  18. ==========================================================================
  19. > CUSTOM MESHES
  20. ==========================================================================
  21. > Custom-shaped meshes should be used for objects with complex shapes
  22. for proper object collision in-game.
  23. > ***ONLY use a custom mesh WHERE NECESSARY. If an object will be used simplistically,
  24. an appropriate mesh should be assigned in Unity (e.g. Box Collider)
  25. > All customn meshes must be exported as a .FBX file.
  26. > All custom meshes must be placed in the "Custom Meshes" folder.
  27. > All custom meshes should use the following naming convention:
  28. "mesh_XX.fbx" where "XX" is the name of the object.
  29. E.g. "mesh_cart.fbx"
  30. > If there are two or more variations of a mesh, an alphabet prefix should be
  31. at the end of the object name.
  32. ******DO NOT USE NUMBERS as the ending prefix******
  33. E.g. "mesh_scaffold_A.fbx"
  34. "mesh_scaffold_B.fbx"
  35. "mesh_scaffold_C.fbx" etc....