What does the categories in the CS mean? |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
The ID system used for categorizing custom models with broad appeal is fairly straightforward. Everything starts with "St" to make sure our objects lists together. Statics are then divided into five categories: StEx, StIn, StFurn, StStatic, and StStatue. The three first categories have cultural subcategories, and sometimes those subcategories have a division between 'rich' and 'poor'. - 'Ex' are objects you are likely to find outdoors, like a lamppost or a house exterior model. - 'In' are objects not belonging to another category commonly found inside houses. If you're looking for a light, it'll be found in Light list, a chair in the Furniture list, and so on. But if you're looking for tileset pieces or interior house models, this is the place. Not everything belongs to a category; this isn't by far a be-all end-all replacement for modder abbreviations. Just stuff that is easily categorized *and* likely to be of use to others. For instance, my funny little sidething with the clothesline in the Imperial District is both hard to place and unlikely to be used by anyone else, so there's no need to create for instance a StStaticMisc category for those items. The plaques I created for instance are unique, and so will never be used by anyone, so it makes sense to place items like that under my personal abbreviation - no need for me to clutter the category listing with stuff you can't use, right? If you want to bring in an asset from a category not listed, just use your judgement. A Hlaalu candle? StLightHla. A Telvanni tower? StExTel. And so on. Examples:
StStaticFlora = Ambience plants, non-animated trees, etc. without ingr.
If you add your own assets to the mod, please aim to place them in the existing ST folders whenever possible. This gives a really good overview of the assets we have at our disposal. For instance, if Joe is making a model of a rowboat he first checks the ST folder to see if there are pre-existing textures he can use, and if he does, he uses it - but if there's an appropriate texture asset in our mod located somewhere else, he'll most likely not find it. So, having all of them in the ST folders means it's easier for those creating new models but also cuts down time spent on searching for new textures and lessens the risk of adding a duplicate texture. But I used the word aim because it's not an absolute rule, as you can see with for instance the bamboo armor. It just doesn't always make sense to spend a lot of time with NifSkope and change a lot of stuff in the mod (because the folder for the nifs was changed). Especially not with the bamboo armor because it's meant to be a temporary placeholder until we have a proper set of bonemold, so that when we do have a proper set, the bamboo armor assets will be easy to remove. Use your discretion. I would say that putting the textures in the ST folder becomes more important depending on how useful the textures would be in future modelling projects. But if you're making a new model you should of course please always use the ST folders no matter what. If your assets are primarily intended for use with the Skyrim or Blacklight mod, other rules apply altogether. Please contact Siegfried (Skyrim) or Rodan a.k.a. Thorp (Blacklight) for more details concerning that. ~~~~~~~~~~~~~~~~~~~~ -Pathspears- Use #3 if you're ending a series of pathspears. #4 is intended for sundry use unrelated to pathspears. Pathspears btw is the "poor man's fence" used primarily on roads. Bethesda used them all the time in TES3. The practicality of them is to keep players from getting lost, as he can see from the pathspears where the road is leading. Sadly they have little practical use in TES4, as the player can fast-travel anywhere, but that doesn't mean we can't use them for flair and nostaliga. Personally I've used them now and then in gardens and mini-farms in Reich Parkeep. They aren't really tied to any culture as such - they're really just poles with ropes - but because of their use along Vvardenfell's roads one can say that they are things more preferred by Dunmer than by Imperial invaders. -Rugs- There's a slight problem with many of the rugs, which causes graphical glitches if you place them excactly on top of another surface. To use them, drag them into the world, drop them (F), doubleclick them, and hit the up arrow in the "Position > Z" value box once. Then they work. Rug 1-5 are Dunmer-style, Rug 6-29 Imperial-style. Rug 1-3 are poor,
4-5 rich, 6-29... well, you decide. It's not extremely important, especially
seeing as there are so few Dunmer rugs. -Tapestries- -Willow Flower- -Dandelion- -Hermit's Crook- -NPCs- |