Naming conventions

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BioWare's resources follow a naming convention which allows for easy management and easy location of resources needed. When creating new resources it is a good idea to follow the existing naming convention (or your own scheme if you have a preferred one), to differentiate your work from that of others and to help you keep your resources organized.

For the most part the names you give your resources will matter only to you, there are very few situations where the toolset pays attention to the specific form that a resource name takes. So provided you're working on your own any naming convention that suits your particular style will suffice.

Although only one campaign is loaded at a time in game, unintended conflict can arise between the campaign and any core resource mods the player may have installed. If two design resources have the same name, only one will load. This is determined by the Source directory priorities. So, it's good to choose names that are likely to be unique.

Usually resources are separated by underscores into categories and have prefixes sorting them based on a certain main class, or suffixes giving them certain variations.

Contents


Resource Naming Convention

Design resource names are free-form. As a matter of convenience and courtesy to players, you might prefer to follow a convention that reduces the risk of conflict between add-ins and improves compatibility with future Bioware releases. Bear in mind that only one resource with a given name will load in game.

For simple mods, it might be sufficient to use a unique resource name prefix which is unlikely to be used by anyone else. See Prefixes in use.

Larger mods and campaigns may prefer a more professional approach which makes scripting more legible by identifying the resource type etc.

In either case, it would be wise to avoid a prefix that Bioware has already used, such as "gen".

The convention used in the main Single Player campaign of Dragon Age is as follows:

cir200cr_bloodmage

Model File Naming Convention

Items

[MainClass]_[MODELTYPE]_[MODELSUBTYPE][MODELVARIATION]_[LOD].MMH / PHY 

[ef]_[rob]_[enc][a]_[0].mmh  (ef_rob_enca_0.mmh)

Creatures

[MainClass]+[ModelName]_[LOD].MMH / PHY

[c]_[deepstkra]_[0].mmh (c_deepstkra_0.mmh)

This accounts for the game being able to locate a MMH via 2DA definitions. MSH / MAO / DDS Files are referenced by the MMH and each other but follow similar schemes.

Model Main Class Naming Convention

Voice Over File Naming Convention

[LineID]_m.WAV

This accounts for being able to locate thousands of VO lines, when assigning them to their conversation line.

See voice over for more information on how to manage voice over recording.

Animation File Naming Convention

mh.dg_5p_tn_l_45.ANI

The various parts of the animation name gives you information about the type of animation. This for example means "male human dialogue 5 paces turn left 45 degrees."

All humanoid animations prefix with mh. (male human). There is also a small list of fh (female human), These work across all races pretty much.

After the prefix you have the following:

After the above second prefix the rest is usually descriptive (or some what). Key thing to note:

So, for example:

Vegetation (Speedtree) File Naming Convention

tre c oakfixl.SPT

Vegetation is sorted in main categories via Prefix:

The last part is a short description of the vegetation type, ie Oak, which is a Oaktree.

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