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Midtown Madness 2 Central > General Discussion > MM2FN Standard - Ammendment Proposal (7/21/05)
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Stereo
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Legoguy wrote:
See, good thing's aren't always hard to do Wink Thanks CMTenger, and Stereo.

Unfortunately, I doubt some of my other releases will use the standard... I'm not really inclined to changing 8 or 10 texture names, then figuring out where they go again in ZMod... Wink
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Post 15 Aug 2003 05:11 pm
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CMTegner
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Stereo wrote:
Legoguy wrote:
See, good thing's aren't always hard to do Wink Thanks CMTenger, and Stereo.

Unfortunately, I doubt some of my other releases will use the standard... I'm not really inclined to changing 8 or 10 texture names, then figuring out where they go again in ZMod... Wink


Quote:
My .ar is named Car_CMTegner_CivHB.ar, and the rest of the files(minus the textures though) are named CMTegner_CivHB[_*].*.


As you see, I havn't bothered editing the texture names, mearly because of the 47 texture sheets I'm using Wink
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Post 15 Aug 2003 05:14 pm
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Stereo
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You're lucky.. only 47? Razz My bus, if awe finishes those things he's helping with, will have 277 textures, more if I animate the windshield wipers... Shocked
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Post 15 Aug 2003 05:19 pm
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CMTegner
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Stereo wrote:
You're lucky.. only 47? Razz My bus, if awe finishes those things he's helping with, will have 277 textures, more if I animate the windshield wipers... Shocked


Stereo, I think you made a type-o, you added a 7 to much Wink

But seriously, 277 Shocked
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<timmyB> yeah well i intend to live forever
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Post 15 Aug 2003 05:22 pm
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Stereo
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Yea... awe managed to find 12 different companies that use orion V's with regular-size doors, non-CNG, and an a/c at the back Razz Then each has 3 textures per side, 1 each for front and back, 3 half-size for the roof, a small one for the bumpers, then 1 per scheme for the lights - 3 different types of lights are used, as well as small lights specific to schemes, such as Toronto's 2 blue lights on the front... With damage that makes 23 per scheme, 23*12 + 1 (bumpers) is 277. If I make animated stuff, that increases by 5 or 10.. more if I have animated destination signs.
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Post 15 Aug 2003 06:52 pm
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CMTegner
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Sheez, I acctually think this'll be the first bus I'm gonna download Wink

Btw, I remember Awe posting a pic of all the different paint schemes.

Anywyas, better get back to topic.
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Post 15 Aug 2003 07:06 pm
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matth
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When is that bus gonna be released?
Post 26 Sep 2003 09:46 pm
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RD-Online
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So my gulf stream sunvoyager would be called

car_rd_sunvoyager.ar and car_rd_sunvoyager_{texture}_{colour}.bmp etc. (RD is short for RD-Online)

Is that MM2FNS (or whateva its called) compliant
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Post 04 Oct 2003 02:25 pm
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Legoguy
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I beleive so...Yes.
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Post 05 Oct 2003 06:31 am
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bluefox
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This idea might work, but wont the texture file names get a bit too long for lazy chaps like meself? Wink
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Post 20 Oct 2003 03:35 am
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Stereo
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bluefox wrote:
This idea might work, but wont the texture file names get a bit too long for lazy chaps like meself? Wink

Mine already don't display properly in the ZModeler texture browser.. I just see "car_Stereo_OrionV_"a whole bunch of times, or something similar to that.
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Post 20 Oct 2003 03:44 am
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bluefox
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I see...but I still don't understand, what's the point of having a standard if the names may exceed 100 characters?
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Post 20 Oct 2003 03:55 am
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Stereo
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100 characters.. lets see: longest file name for my bus
Code:
car_Stereo_OrionV_side1-door-front-wtc.tga
    5    10   15   20   25   30   35   40

Don't see how you could get 100 characters.
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Post 20 Oct 2003 04:22 am
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bluefox
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ok, well, 40 seems like a lot too.
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Post 20 Oct 2003 05:39 am
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fre_ber
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I would think that this thread already explains the benefits of this standard. But here it comes again: In the past we have seen add-ons, cars and other mods that simply won't work together. One of the most likely reasons for this is that files in one add-on are accidentaly replaced by the other. Let's demonstrate with an example:

I make a car and use a file named "mytexture.tga" in my AR, this file is the texture sheet of a red version of my supercool car. Now, let's say that someone else makes a new city and accidentaly uses the file named "mytexture.tga", a special type of grass, in their city AR. The result of this can be one of two: either the name of my AR is alphabertically smaller than the name of the city mod. Then the city will be filled with strange patches of land looking like a red car... The other possible result would be that my car looks like grass...

Now, if I and/or the city maker had followed the naming standard defined here, the risk of this type of conflict would be very close to non-existent.

I don't see why a slightly longer filename would be a problem for anyone. The only possible reason not to like it is, as pointed out by Stereo, if a program, such as ZModeler can't display all the characters. But then I really think that a bug report to the author of the software is in order...
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Post 20 Oct 2003 05:53 pm
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