Creating A Master File
Slide 5
It's time to discuss this database and the techniques used in its construction.
First of all, this database is nothing more than a collection of disk-based resources
that have been glued together by using link nodes and .BOX files.
Figure 1.1. Disk-Based Resources. This database
uses the following disk-based resources.
- TERRAIN_MASTER.BOX. References external files = yes.
- TERRAIN_1x1.BOX. References external files = yes.
- TERRAIN_1x2.BOX. References external files = yes.
- TERRAIN_2x1.BOX. References external files = yes.
- TERRAIN_2x2.BOX. References external files = yes.
- LIGHTS.BOX. References external files = no.
- MATERIALS.BOX. References external files = yes.
- KLAMATH_FALLS.BMP. References external files = NA.
- TRAIL.BMP. References external files = NA.
Reference Structure
This section describes the reference structure for each resource file. A reference
occurs when a resource is pointed at by another resource.
Figure 1.2. References For Each Resource. The reference
structure for each resource file. Obviously resources such as bitmap files cannot
point at other resources.
- TERRAIN_MASTER.BOX
- TERRAIN_1x1.BOX
- Referenced By: TERRAIN_MASTER.BOX
- TERRAIN_1x2.BOX
- Referenced By: TERRAIN_MASTER.BOX
- TERRAIN_2x1.BOX
- Referenced By: TERRAIN_MASTER.BOX
- TERRAIN_2x2.BOX
- Referenced By: TERRAIN_MASTER.BOX
- LIGHTS.BOX
- Referenced By: TERRAIN_MASTER.BOX
- Referenced By: TERRAIN_1x1.BOX
- Referenced By: TERRAIN_1x2.BOX
- Referenced By: TERRAIN_2x1.BOX
- Referenced By: TERRAIN_2x2.BOX
- MATERIALS.BOX
- Referenced By: TERRAIN_1x1.BOX
- Referenced By: TERRAIN_1x2.BOX
- Referenced By: TERRAIN_2x1.BOX
- Referenced By: TERRAIN_2x2.BOX
- KLAMATH_FALLS.BMP
- Referenced By: TERRAIN_1x1.BOX
- Referenced By: TERRAIN_1x2.BOX
- Referenced By: TERRAIN_2x1.BOX
- Referenced By: TERRAIN_2x2.BOX
- TRAIL.BMP
- Referenced By: MATERIALS.BOX
Link Structure
This section describes the link structure for all the resource files that reference
external resources. This list does not include LIGHTS.BOX, KLAMATH_FALLS.BMP, or TRAIL.BMP
since those resources do not reference other resources.
Figure 1.3. Link Structure For TERRAIN_MASTER.BOX. The link structure
of this collection of resources originates in TERRAIN_MASTER.BOX. NOTE: The link
structure is not the same as the directed acyclic graph. The link structure is
a list of links and references that originate in a database and point to content
outside that database.
- TERRAIN_MASTER.BOX
- Link Node: InfiniteLight
- References File On Disk: LIGHTS.BOX
- Points At Light Node: Scene/InfiniteLight
- Link Node: Terrain_1x1
- References File On Disk: TERRAIN_1x1.BOX
- Points At Mesh Node: Scene/Terrain_1x1
- Link Node: Terrain_1x2
- References File On Disk: TERRAIN_1x2.BOX
- Points At Mesh Node: Scene/Terrain_1x2
- Link Node: Terrain_2x1
- References File On Disk: TERRAIN_2x1.BOX
- Points At Mesh Node: Scene/Terrain_2x1
- Link Node: Terrain_2x2
- References File On Disk: TERRAIN_2x2.BOX
- Points At Mesh Node: Scene/Terrain_2x2
Figure 1.4. Link Structure For TERRAIN_1x1.BOX, TERRAIN_1x2.BOX,
TERRAIN_2x1.BOX, and TERRAIN_2x2.BOX. The link structure
of this collection of resources originates in TERRAIN_MASTER.BOX and then moves on to
the subsequent databases.
- TERRAIN_1x1.BOX, TERRAIN_1x2.BOX, TERRAIN_2x1.BOX, and TERRAIN_2x2.BOX
- Link Node: InfiniteLight
- References File On Disk: LIGHTS.BOX
- Points At Light Node: Scene/InfiniteLight
- Link Node: default_material
- References File On Disk: MATERIALS.BOX
- Points At Material Node: Scene/default_material
- Link Node: moss_material
- References File On Disk: MATERIALS.BOX
- Points At Material Node: Scene/moss_material
- DisplaceModifier
- References File On Disk: KLAMATH_FALLS.BMP
Figure 1.5. Link Structure For MATERIALS.BOX. The link structure
of this collection of resources originates in TERRAIN_MASTER.BOX and then moves on to
the subsequent databases.
- MATERIALS.BOX
- Texture Node: moss_texture
- References File On Disk: TRAIL.BMP
Naming Conventions
Each database uses a unique and sensibly consistent file name. Each node that will
be referenced also uses a unique and sensibly consistent name. This is not explicitly required
but using unique and consistent names for materials, meshes, and level-of-detail nodes is
best practice.