Repository structure in-depth

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Repository Reference

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[edit] User files

User files are files created by user, depending of engine settings, they could be located in game folder or in My Documents/My Games/omnicide. Here is draft listing of this files:

data this directory is created and managed by engine, it stores savegames, edited files, temp files etc.
dds dynamically created DDS files (fonts, locale images)
screenshots screenshots taken from game
videos FMV's and recorded with cl_capturevideo videos
config.cfg game config file
omnicide.log engine log file
darkplaces_history.txt console typing history

[edit] Game files

kain/

cubemaps cubemap light filters used on lights (animated cubemaps is stored in subfolders)
game game-related scripts (map scripts, gamemodel scripts etc.)
gfx all 2d textures used for graphical user interface
glsl OpenGL GLSL shaders
locale this folder stores all locales
maps game levels and it's additional files (lights, sources, lightmaps etc.)
models all game 3d models and textures for them
music game music
particles textures used on particles
radiant textures and scripts used by level editor
scripts material scripts and client-side scripts such as menus, environments etc.
sound all game sounds
textures textures used on map surfaces (brushes, curves, terrains etc.)
csprogs.dat client-side compiled game logic
effectinfo.txt effects script
LEGACY0.PK3 Blood Omen original files (created during installation)
LEGACY1.PK3 Blood Omen sounds from demo version, this file only exist if installing PlayStation version of the game
LEGACY2.PK3 Blood Omen FMV's (created during installation)
LEGACY3.PK3 Blood Omen sprites DDS cache
PILL500.PK3 generated textures DDS cache (see Building a Game/Textures DDS cache)
lightstyles.txt Lightstyles table
menu.dat compiled game logic for a menu
pill.big Blood Omen original file (copied during installation)
progs.dat compiled server-side game logic
quake.rc engine startup file

[edit] game/

maps map configuration scripts, each file holds a script for particular map
models gamemodel scripts
default.cfg Defaut config file
engine.cfg Engine config file
omnicide.cfg Blood Omnicide-specific config file (loaded after engine config file)
world0.nsx worldmap script for prologue game part
world0.nsx worldmap script for the present game part

[edit] textures/

Tip: Once development progressing, new themes get added.
common textures for common materials
cellar textures for 'cellar' theme
crypt textures for 'crypt' theme
decals all decal textures
dungeon textures for 'dungeon' theme
envmaps environment maps and cubemaps used on materials for cubemap reflections and tcGen environment
liquids textures used for liquids - lava, water, swamp
mausoleum textures for 'mausoleum' theme
murals murals for spells, artifacts, events etc.
signboard textures for signboards
special special textures (overlays, force-material textures etc.)
surfaces generic surface textures
terrain textures used for terrain blending
towns textures for 'town' theme
blackmap.tga simple black texture
checker.tga common checker texture for testing UV distortions

[edit] models/

captives 3d captive models
enemies test 3d models of enemies
enviro models used in environment scripts
fx various models used in special effects
items item models
mapobjects models to be used on levels
maps specific prop models created for levels (such as terrains)
new all new models to be approved (and get texture and material created) goes here
plants Foliage models, such as grass
teststuff all test-only stuff (not exported to game's installer)
traps models to be used on various traps
weapons weapon models
cube.mdl 4x4 units cube model
null.mdl model with no geometry
point.mdl a sphere with an arrow (used for testun purposes)
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