# Files Naming

## **Component & Prop File Naming**

Components and props are referred to as **drawables**, and they follow specific naming conventions. A drawable’s file name provides information about its **type**, **model ID**, and **skin tone data**.

### **Components:**

A component represents a core body part or clothing piece (e.g., a shirt, shoes, or hands).

* **Example**: `accs_000_u`
  * **accs**: Indicates the component type (accessories).
  * **000**: This is the model number for the drawable (the first item in this category).
  * **\_u**: This suffix means the item is **universal** and does not include any specific skin tone data.

To change the type of this drawable to a top (shirt), you would rename it to:

* **jbib\_000\_u**
  * **jbib**: Indicates this is now a top (component ID 11).
  * The `000` indicates it is the first top, and `_u` indicates universal skin tone data.

### **Props:**

Props are items like hats, glasses, or other accessories. The naming convention is similar, but props don’t require skin tone data.

* **Example**: `p_eyes_000`
  * **p\_eyes**: Indicates this is an eye accessory (glasses or similar).
  * **000**: The model number for this prop.

Since props are always universally usable, they don’t need a skin tone suffix like components do.

## **Texture File Naming**

Textures that correspond to drawable models follow a similar convention, ensuring that the correct texture is applied to each drawable item. The texture file name must match the corresponding **drawable type** and **model number**.

### **Example:**

* **accs\_diff\_000\_a\_uni**
  * **accs**: Corresponding component (accessories).
  * **diff**: This indicates the file is a diffuse texture.
  * **000**: The model number for the drawable (must match the model file).
  * **a**: The texture variation (first variation).
  * **uni**: Universal texture (no skin tone data).

If the drawable type changes, such as renaming the accessory to a top, the texture file must also be renamed accordingly:

* **jbib\_diff\_000\_a\_uni**: Now corresponds to a top (jbib) drawable.

## **Alternation Models and Mesh Physics Files**

**Alternation models** are special variations of a clothing model that help prevent clipping or provide alternate appearances. For example, large masks may require alternation models to avoid conflicts with other clothing items. These alternation models are usually named with suffixes like `_1`, `_2`, etc., and must be in the same folder as the main model for the tool to automatically resolve them.

* **Example**: `accs_001_1` (for the alternation model)

**Mesh physics files** define the movement and physical properties of a cloth item, such as the way a jacket or cape might sway. These files follow the same naming conventions as their corresponding model files, but they end with `.yld`.

* **Example**: `accs_001.yld` (mesh physics file for the first accessory model)

By following these **naming conventions**, you ensure that all the files are properly linked within **Durty Cloth Tool**, allowing for easy management of textures, alternation models, and physics files in your projects.
