Repository Reference/Repository structure in-depth

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Revision as of 23:22, 9 August 2012

Repository Reference

Contents

User files

User files are files created by user, depending of engine settigns, 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

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 leve leditor
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

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

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

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)

models/mapobjects/

One or largest model folders. It contains models to be used on levels as func_model or func_gamemodel.

Tip: Once development progressing, new mapobject themes get added.
cave models for 'cave' theme
crypt models for 'crypt' theme
dungeon models for 'dungeon' theme
graveyard models for 'graveyard' theme
inn models for 'inn' theme
misc unthemed widely used models
outdoor models for 'Nosgoth Outdoors' theme
spikes models used in spike zones
town models for 'town' theme
trees tree models

Development kit

devkit/

bloodpill Blood Pill utility
cubemaps tools for making cubemaps
launcher source code for launcher
modelling tools for modelling (coverters, exporters)
notepad++ syntax highlight scripts for notepad++
other other tools
quakec game logic QuakeC sourcecode (client, server and menu)
spr32edit Tool to edit sprites

devkit/modelling

dpmwizard DPMWizard tool (make DPM models from Half-Life SMD models)
gensurf An old tool to generate brush-based terrain from heightmaps or random noises.
plugins Import/Export plugins for various game formats used with Darkplaces engine.
plugins_src Source code for plugins.
qme Old program to edit MDL models.
MD3Compiler.exe NPherno's MD3 Compiler

devkit/quakec

csprogs.dat QuakeC sources for client-side progs
menu.dat QuakeC sources for menu progs
progs.dat QuakeC sources for game progs (server game logic)
shared Shared QuakeC code (libraries, systems)
shared Shared QuakeC code (libraries, systems)
compile_csprogs.bat Script to compile client-side progs into kain/csprogs.dat
compile_menu.bat Script to compile menu progs into kain/menu.dat
compile_progs.bat Script to compile game progs into kain/progs.dat
fteqcc.exe FTEQCC QuakeC source compiler
sourcescanner.exe SourceScanner - a tool to make level editor entity defs (mapeditor/kain.game/kain/entities.ent) from QuakeC source.

Misc

All misc files are stored in the misc/ folder, there can be many subfolders there, but here we only list most useful.

Balance and Docs various documents regarding original game, dialogue scripts, weapon damage listings etc.
Concept Art All concept art submitted to Blood Omnicide.
Graphics Various non-agme graphical files (logos, icons, site designs)



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