Changing Filenames per their Formats #49
Replies: 5 comments 8 replies
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Task 1: Vega Strike Engine should move the hard coded references to a config section so there is no hard-coding and/or own those files itself. This might get a little nuanced - that is, some files like the black clear, white, etc should probably be owned by the engine and get distributed as part of the engine installation. But we should still probably reference them via a configuration file so we can easily change them out instead of hard-coding them. We could even expose them to the Assets via Python if necessary. Other files might properly belong to the Assets. We need to figure out a good line to draw for what belongs to the engine and what should belong to the Assets. Hopefully now that we have three sets of assets (VS:UtCS, PWCU, and VSU:BP) we can make some intelligent decisions about that. @royfalk @stephengtuggy thoughts on the above? |
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Task 2: Yes, we should rename these. DDS format files probably should use the |
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Task 3: Are there file formats that we defined?
If these are formats that the VS devs defined, then let's make an appropriate extension and define the format more formally. Those definitions probably belong to the VS:Engine even if they're carried out by the Assets. @P-D-E @pyramid3d @Loki1950 do you any of you have any insight into this? |
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BFXM files are binary versions XMESH and the target was Wings 3D not blender as it was only at version .9 at that time and not very stable yet. |
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NOTE: The goal of this conversation is to identify tasks and then assign them to the Assets and Engine accordingly, after which we can figure out the priorities against release targets.
Starting a discussion around #35 based on findings from @P-D-E who did some research posted to our Gitter chat:
From the associated thread:
@BenjamenMeyer
ermo (Rune Morling)
@P-D-E
ermo (Rune Morling)
@P-D-E
ermo (Rune Morling)
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