Repository Reference/Repository structure in-depth
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Revision as of 17:14, 9 August 2012
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kain/
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cubemaps | cubemap light filters used on lights (animated cubemaps is stored in subfolders) |
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data | this directory is created and managed by engine, it stores savegames, edited files, temp files |
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dds | stores all DDS files to be loaded instead of base textures |
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game | game-related scripts (map scripts, gamemodel scripts etc.) |
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gfx | all 2d textures used for graphical user interface |
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glsl | OpenGL GLSL shaders |
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locale | this folder stores all locales |
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maps | game levels and it's additional files (lights, sources, lightmaps etc.) |
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models | all game 3d models and textures for them/ |
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music | game music |
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particles | textures used on particles |
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radiant | textures and scripts used by leve leditor |
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screenshots | screenshots taken from game (if running omnicide with no-home-dir option) |
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videos | FMV's and recorded with cl_capturevideo videos |
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scripts | material scripts and client-side scripts such as menus, environments etc. |
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sound | all game sounds |
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textures | textures used on map surfaces (brushes, curves, terrains etc.) |
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csprogs.dat | client-side compiled game logic |
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darkplaces_history.txt | console typing history (if running omnicide with no-home-dir option) |
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effectinfo.txt | effects script |
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LEGACY0.PK3 | Blood Omen original files (created during installation) |
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LEGACY1.PK3 | Blood Omen sounds from demo version, this file only exist if installing PlayStation version of the game |
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LEGACY2.PK3 | Blood Omen FMV's (created during installation) |
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LEGACY3.PK3 | Blood Omen sprites DDS cache |
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PILL500.PK3 | generated textures DDS cache (see Building a Game/Textures DDS cache) |
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lightstyles.txt | Lightstyles table |
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menu.dat | compiled game logic for a menu |
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omnicide.log | engine log file (only if running game with developer option) |
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pill.big | Blood Omen original file (copied during installation) |
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progs.dat | compiled server-side game logic |
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quake.rc | engine startup file |
game/
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maps | map configuration scripts, each file holds a script for particular map |
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models | gamemodel scripts |
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default.cfg | Defaut config file |
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engine.cfg | Engine config file |
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omnicide.cfg | Blood Omnicide-specific config file (loaded after engine config file) |
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world0.nsx | worldmap script for prologue game part |
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world0.nsx | worldmap script for the present game part |
textures/
Tip: Once development progressing, new themes get added.
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common | textures for common materials |
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cellar | textures for 'cellar' theme |
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crypt | textures for 'crypt' theme |
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decals | all decal textures |
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dungeon | textures for 'dungeon' theme |
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envmaps | environment maps and cubemaps used on materials for cubemap reflections and tcGen environment |
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liquids | textures used for liquids - lava, water, swamp |
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mausoleum | textures for 'mausoleum' theme |
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murals | murals for spells, artifacts, events etc. |
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signboard | textures for signboards |
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special | special textures (overlays, force-material textures etc.) |
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surfaces | generic surface textures |
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terrain | textures used for terrain blending |
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towns | textures for 'town' theme |
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blackmap.tga | simple black texture |
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checker.tga | common checker texture for testing UV distortions |
models/
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captives | 3d captive models |
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enemies | test 3d models of enemies |
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enviro | models used in environment scripts |
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fx | various models used in special effects |
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items | item models |
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mapobjects | models to be used on levels |
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maps | specific prop models created for levels (such as terrains) |
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new | all new models to be approved (and get texture and material created) goes here |
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plants | Foliage models, such as grass |
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teststuff | all test-only stuff (not exported to game's installer) |
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traps | models to be used on various traps |
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weapons | weapon models |
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cube.mdl | 4x4 units cube model |
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null.mdl | model with no geometry |
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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.
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cave | models for 'cave' theme |
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crypt | models for 'crypt' theme |
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dungeon | models for 'dungeon' theme |
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graveyard | models for 'graveyard' theme |
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inn | models for 'inn' theme |
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misc | unthemed widely used models |
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outdoor | models for 'Nosgoth Outdoors' theme |
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spikes | models used in spike zones |
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town | models for 'town' theme |
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trees | tree models |
Next chapter: Automations
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