Repository structure in-depth
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Repository Reference | previous chapter: Naming conventions
kain/
cubemaps | cubemap light filters used on lights (animated cubemaps is stored in subfolders) | |
data | this directory is created and managed by engine, it stores savegames, edited files, temp files | |
dds | stores all DDS files to be loaded instead of base textures | |
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 | |
screenshots | screenshots taken from game (if running omnicide with no-home-dir option) | |
videos | FMV's and recorded with cl_capturevideo videos | |
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 | |
darkplaces_history.txt | console typing history (if running omnicide with no-home-dir option) | |
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 | |
omnicide.log | engine log file (only if running game with developer option) | |
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 |
Next chapter: Automations
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