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[Complete] *.pk4 directory structure


teh_saccade

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I've not seen this on the wiki or in the forums after a search, so I'm leaving it here in case anyone ever needs it for reference (ie, me, if I forget the password to my TDM notes blog).

 

 

 

/credits.txt //please insert to continue
/darkmod.txt //title info
/list.txt //this directory listing
/readme.txt //readme
/startingmap.txt //this level
/dds/
/dds/textures
/dds/textures/darkmod
/dds/textures/darkmod/custom_texture.dds //i'm not sure the difference
/dds/textures/darkmod/decals/ //between these paths
/dds/textures/darkmod/decals/custom decal.dds //as it seems like it should
/dds/textures/darkmod/decals//building_facades //work wherever you
/dds/textures/darkmod/decals//building_facades/levelname_eg.window.dds //put the dds files in here (tidiness' sake)?
/levelname/customtexturemaps.dds
/def/custom_AI_head_and_skin.def //these are def files that
/def/custom_AI_head_and_skin2.def //i have ripped from
/def/custom_AI_inc_props.def //various missions
/def/custom_npc_model_inherit_custom_ai.def //that might prove useful
/def/tdm_ai_custom_ai.def //in the future
/def/tdm_lod_custom_level_of_detail_for_model.def //for specific functions.
/env //contains skybox *unknown format
/envskybox.* (lwo?)
/fonts/fontimage_<size>.dat //<size> is pica/pts. *unsure where refered in .xd?
/guis/custom_readable_slab.gui //guis for readables
/guis/mainmenu_briefing.gui //briefing screen. Can find extended version by Sotha via fidcal's ([url=http://www.fidcal.com]http://www.fidcal.com[/url] /DarkModContributions/guis/briefings/briefing_button.zip )
/guis/mainmenu_custom_defs.gui //shop / [item] persistence over campaign / advanced briefing & debrief, eg, start points / replacement/music[voiceover] / video (wiki documentation).
/guis/assets
/guis/assets/briefingX.tga //briefing background
/guis/assets/generic_loading_bar1.tga //level load bar
/guis/assets/levelname_loading.tga //loading background
/guis/assets/next_arrow.tga //briefing arrows (as referred by briefing.gui)
/guis/assets/previous_arrow.tga
/guis/assets/stop_cross.tga
/guis/assets/game_maps/map_of_levelname.tga //in-game level map
/guis/assets/game_maps/map_of_levelname_icon.tga //icon for level map
/guis/hud
/guis/hudcustom_hud.tga //hud changes (no hud.gui?)
/guis/hud/inventory_icons
/guis/hud/custom_inv_item.tga //extra inventory icons
/splash/levelname_loading.tga //what it says - think the image dimensions either 640x480 or 512x512, origin is top left corner
/map
/map/map_of_levelname.gui //points from game to tga (unsure if can tga can be compressed to dds for smaller d/l)
/lights/custom_light_colour.tga //light shaders
/lights/custom_light_nocolour.tga
/maps/levelname.aas_rat //dmap output (richard gere and lemmiwinks).
/maps/levelname.aas32 //required to play game
/maps/levelname.cm
/maps/levelname.map
/maps/levelname.proc
/maps/levelname.script
/materials
/materials/custom_ai.mtr //material files for several
/materials/custom_light.mtr //purposes, definition to include
/materials/custom_map.mtr //new textures, light, game map,
/materials/custom_obj_lod.mtr //models, fixes, behaviour, etc...
/materials/frobhighlight_textures_example.mtr
/materials/ghost_collision_draw_fix.mtr
/materials/levelname (new textures.surfaces).mtr
/materials/levelname_light_textures.mtr
/materials/levelname_textures (modified textures).mtr
/materials/levelname_video.mtr
/materials/stolen_AI_base_WS1ghost.mtr // I nicked this one as example of custom.mtr
/materials/models
/materials/models/darkmod
/materials/models/darkmod/decorative //3DSMax / Blender / DR exported .ase files here
/materials/models/darkmod/category //all ase requires definition through material (.mtr) and parent to (.skin).
/materials/models/darkmod/category/custom_model.ase
/materials/models/darkmod/loot/custom loot model.ase
/materials/models/darkmod/misc/system/skybox_model.lwo //lightwave model/mesh - references texture where? (unclear pointer) - 2D or 3D as with source vtf but to lwo instead? [url=https://developer.valvesoftware.com/wiki/Skybox_(2D)]https://developer.valvesoftware.com/wiki/Skybox_(2D)[/url]/ [url=https://developer.valvesoftware.com/wiki/Making_3D_Skyboxes]https://developer.valvesoftware.com/wiki/Making_3D_Skyboxes[/url]
/weapons/custom_weapon(nonplayer).lwo
/levelname/custom_model.ase
/md5 //md5 mesh depot
/md5/chars/body/npc/custom_npc_body.md5mesh
/heads/npc/custom_npc_head.md5mesh
/particles/
/particles/customparticle.prt //particle info - can be created
/particles/tdm_alter_existing_particle.prt //using in-game console
/script
/script/custom_ai.script //script files here
/script/levelname.script
/script/tdm_ai_event.script
/script/tdm_custom_scripts.script
/skins //skins link textures to .ase models - appears similar in function to: [url=http://www.misfitcode.com]http://www.misfitcode.com[/url] /misfitmodel3d/olh_quakemd3.html#textures which would allow .png substitute [stegosploit]
/skins/custom_ai.skin
/skins/custom_loot.skin
/skins/custom_obj_model.skin
/skins/tdm_replace_model_texture.skin
/skins/texture for model.skin
/skins/zombie_replacement.skin
/sound //sound shader replacement pointers
/sound/doorsounds.sndshd
/sound/effects.sndshd
/sound/footsteps.sndshd
/sound/music.sndshd
/sound/voices.sndshd
/sound/effects/ //the sound files themselves
/sound/effects/custom.effect.ogg
/sound/effects/footsteps
/sound/effects/footstepscustomstep.surface.ogg
/sound/effects/music
/sound/effects/musiclevelmusic.ogg
/sound/effects/voices
/sound/effects/voices/charvoice.ogg
/sound/effects/voices/conversation.ogg
/strings/fm //each translation requires new
/strings/fm/de.lang //repack. Game items must be named
/strings/fm/eng.lang //#str or look-up-replaced using...
/strings/fm/es.lang //i forgot the name...
/strings/fm/pyc.lang //ebatc
/textures
/textures/darkmod/ //new textures go here.
/textures/darkmod/custom texture.jpg //normals and other maps must
/textures/darkmod/custom texture.tga //be packaged as .dds - unclear on optimal dimension or resolutions (512x512 appears fine for tiling surface).
/textures/decals/
/textures/decals/blood //alpha channel. 24 or 32bit only - appears black / loses alpha transparency if not.
/textures/decals/blood/custom_blood.jpg // jpegs do not contain alpha channels, but appears to retain EXIF - possible intrusion risk via stegosploit [untested].
/textures/decals/blood/custom_blood.tga // even if game does not allow for intrusion, JS or other access of file may run, RAT, embedded.
/textures/decals/dirt/dirt/custom_dirt.jpg // malicious level design: [url=https://conference.hitb.org/hitbsecconf2015ams/wp-content/uploads/2015/02/D1T1-Saumil-Shah-Stegosploit-Hacking-with-Pictures.pdf]https://conference.hitb.org/hitbsecconf2015ams/wp-content/uploads/2015/02/D1T1-Saumil-Shah-Stegosploit-Hacking-with-Pictures.pdf[/url]
/textures/decals/dirt/custom_dirt.tga // considering older engine, perhaps worth test for guard in VM.
/levelname/customtexture.jpg
/levelname/customtexture.tga
/video/levelname_briefing.roq //format for in-game video (encoder: [url=ftp://ftp.idsoftware.com/idstuff/quake3/tools/roq.zip]ftp://ftp.idsoftware.com/idstuff/quake3/tools/roq.zip[/url] / decoder: [url=https://github.com/i...client/cl_cin.c)]https://github.com/i...client/cl_cin.c)[/url]
/video/levelname_credits.roq
/xdata
/xdata/briefing.xd //text only briefing - use gui for moving image, timed sequence, etc...
/xdata/levelname.xd //readables data 

 

If I have missed anything, or put something in the wrong place, or misunderstood the function of any particular file or location or there's a better comment on file/function - please let me know so I can update the note.

 

Thanks.

 

ps,

Biker - 12 pages?! are you using a CRT monitor at 640x480 on your 386sx to surf the web?

Don't hate the player - hate the game [directory structure] :P

ty for fixing the spoilers, tho.

Edited by Bikerdude
Removed all the double spaces, now 2 pages down from 12.
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I'll have to review this further but as an added data point we have "folder structure" topics in the wiki:

 

http://wiki.thedarkmod.com/index.php?title=Category:Folderstructure

  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I'm not that experienced with DR yet, but you can have some freedom with folder structure and filenames, as long as you don't mess up paths in materials. E.g. I keep my mesh textures in fms\mapname\textures\mapname\mesh, not with models. I also keep my meshes in fms\mapname\models\mapname, so I can access them faster from the model library.

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Thanks for links and extra directories.

 

I'm a little confused as to the two different skyboxes - env is for a tga /jpg file, while the other is for a model?

 

Also - the fonts - these would be added in using the dreaded DR readables editor that never works for me, or referenced from the .xd?

 

Also - guess there ought to be some comment re: http://wiki.thedarkmod.com/index.php?title=Material_File_Naming_Convention

Edited by teh_saccade
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texture based skybox is used via a material definition eg.

 

textures/darkmod/drayspire/skies/draynight
{
qer_editorimage textures/darkmod/drayspire/skies/draynight_ed
noFragment
noshadows
nooverlays
forceOpaque
{
blend add
cameraCubeMap env/drayspine/draynight
forceHighQuality
texgen skybox
texgen wobblesky .0 .0 .0
}
}

 

it auto adds the six pictures to make a cubemap as long as _forward, _back, _right, _left, _up, _down naming of the six files is used.

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So there is no way such as with Unity to add a single cubemap and define position of [+/-] x,y,z..?

ok - I guess it has to be cut up.

Thanks for taking the time to explain - got it: http://wiki.thedarkmod.com/index.php?title=Skybox_Tutorial

Reckon it's worth trying to add something like:

translate (time+parm7)*(-0.006*parm3)+parm5,(time+parm7)*(-0.006*parm3)+parm5

to see if it would create animated skybox rather than the mechanical methods i've been trying in place of a single line of code and a skybox tutorial I never saw...

 

Maybe combining both the mechanical transition and the coded translation would solve the dusk til dawn thing... light locations require a lot of fiddly timing to simulate the world turning and the moonlight angle changing.

Edited by teh_saccade
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Env is not a mandatory root folder. You can easily put your cubemaps in somewhere in the textures folder, and use them for anything you like, from skybox backgrounds to fake reflection on water, and for other materials. Cubemap sides split into textures with proper suffixes are mandatory though.

Edited by Judith
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  • 4 weeks later...

IF anyone gets the chance over the next... whenever - would they do me a favour and make sure I've not made any glaring mistakes on this page..?

http://wiki.thedarkmod.com/index.php?title=Mission_Filestructure

There's a few links missing, but I'm still jet-lagged to fuck.

Feel free to add anything I've missed, but it's all there (Except the deeper links and probably some typos and stuff).

Thanks.

 

// also where's the custom font creator on the wiki page that stumpy mentioned..? I can't find it to link it...

Edited by teh_saccade
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