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Gamedev:Structure: Difference between revisions

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== Mod structure ==
= Game Structure =
== .sd7 or .sdz ==


The mod file is just a plain zipped file in the .7z format.<br />
A mod is presented as an [[sd7]] or sdz file.  This is just a zip file of the individual files comprising the game.
In the zip file there are very few folders and files that are the de facto folders and files of a mod. For more about the de facto folers/files that are used in every mod you can read further on http://springrts.com/wiki/Mod_specification.
The structure widely used for mod is as follows:


;<b>units/</b>
You can unzip the sd7 or sdz file by renaming it to .zip, and using a zip tool to unzip it.
:This folder is the main folder for the units in the mod. Every unit in the mod must have its appropriate file in this folder. All files in this folder have the extension .fbi. For convention, the names given to the files are descriptive for the units. For example the arm commander's .fbi file is called "armcom.fbi".
:<b>*.fbi</b>
::files inside the ”units” folder have the extension .fbi. These files are simple text files with information about each unit used in the mod. No .fbi file, no unit in the mod. Keep in mind that this file just keeps information about each unit. It doesn't contain the 3d model of the unit. Instead this file among other stuff tells the engine which 3d model to use for each unit.


;<b>Objects3d/</b>
sd7 / sdz files are created using 7zip.
:This folder contains the 3d models for each 3d object in the mod. That can be a model of a unit, a wreckage, a map object or something else. For each .fbi file in the ”units” folder there must be a corresponding 3d model in the ”Objects3d” folder.


;<b>Scripts/</b>
== .sdd directories ==
:This folder contains animations for the 3d models. Files are not necessary for each unit if you don't need one 3d object in the mod to be animated. That could be for example a decoration object for a map, like stones, trees etc. Files in this folder can either be of the .cob or .lua format. Both are simple text files. Bos and cob are file formats used in the original Total Annihilation. The relation between them is that the .bos files are compiled .cob files. Cob files are not really executed at any point but are rather in the folder so you can see what each compiled file does.
You can avoid using the archives altogether by storing the whole mod directory structure in an .sdd directory. This is useful for game development because the changes you make are visible without any additional step.
 
On Linux one can also symlink the development directories from the Spring's mod directory:
  ln -s ~/projects/caspring/games/zk ~/.spring/games/zk.sdd
 
== Directory Structure ==
==='''<code>root of game folder</code>'''===
 
[[Modinfo.lua]] and can also contain [[Modoptions.lua]], [[AI:Development:Lang:Lua|LuaAI.lua]], and [[springignore.txt]]
 
==='''<code>anims\</code>'''<br>===
image files for [[MouseCursors|mouse cursors]]
 
==='''<code>bitmaps\</code>'''<br>===
 
===='''<code>bitmaps\loadpictures</code>'''<br>====
pictures that will be displayed when the game loads.
 
===='''<code>bitmaps\tracks</code>'''<br>====
images that are used for the [[Gamedev:UnitDefs#Decals|unit tracks]]
 
==='''<code>features\</code>'''<br>===
.lua [[Gamedev:FeatureDefs|FeatureDef]] files
: Corpse and map-static feature definitions. The corpse files are similar to [[Gamedev:UnitDefs|UnitDefs]] but usually contain a less data, such as what model to use as the wreckage, how much metal the wreck will give if reclaimed, etc. Some games choose to subsume these into the [[Gamedev:UnitDefs|UnitDef]] instead of having separate files.Subfolders are allowed.
 
==='''<code>gamedata\</code>'''<br>===
[[:Category:Gamedata|Various files]] that control global things or setup graphic & sound resources.
 
==='''<code>icons\</code>'''<br>===
images for [[Icontypes.lua|unit symbols and radar icons]]
 
==='''<code>LuaRules\</code>'''<br>===
various files to make Lua scripts work such as gadget handler
===='''<code>LuaRules\Gadgets</code>'''<br>====
[[Lua_Scripting|Lua gadgets]]: scripts that control the gameplay
===='''<code>LuaRules\Configs</code>'''<br>====
config files read by Lua gadgets
 
==='''<code>LuaUI\</code>'''<br>===
===='''<code>LuaUI\widgets</code>'''<br>====
[[Lua_Scripting|Lua widget]]: scripts that make up the user interface or do other unsynced things
 
==='''<code>objects3d\</code>'''<br>===
.3do, [[About_s3o|.s3o]] or [[Assimp]] compatible 3D model files
: This contains the actual 3D model that units and features use in-game. Most units have a variety of different pieces that are put together in a hierarchy type form (for instance, a tank has a hull, a turret attached to that, and a barrel attached to that). The {{xtaglink|Gamedev:UnitDefs|model}} tag determines what model is used.
 
==='''<code>scripts\</code>'''<br>===
[[Animation-LuaScripting|.lua]] or [[Animation-CobOverview|.cob ]] animation script files
: This contains all of the animation scripting for the units. Scripts work by calling on pieces of the unit's model to do things, such as rotate a turret to aim at a target, or emit smoke when the unit is damaged. The pieces named in the script file must reflect actual parts of the unit's.
 
==='''<code>sidepics\</code>'''<br>===
[[Sidedata.lua|Faction icons]] read by lobby etc.
 
==='''<code>sounds\</code>'''<br>===
[[Sounds.lua|sound files]]
 
==='''<code>units\</code>'''<br>===
.lua [[Gamedev:UnitDefs|UnitDef]] files
: Contains most of the active data that a unit uses, such as its health, a list of which weapons it has, speed, metal/energy cost, whether it is a construction unit or not, so on and so forth. Subfolders are allowed.
 
==='''<code>unitpics\</code>'''<br>===
.dds or .png [[Gamedev:Buildpics|buildmenu pictures]]
:Unit pictures are those little thumbnails which show up in the build menus of units in-game. They're just a little graphical representation of the unit so people know what they're building when they click it. Assigned via the {{xtaglink|Gamedev:UnitDefs|buildpic}} tag.
 
==='''<code>unittextures\</code>'''<br>===
.dds, .tga or .png image [[3DModels:Textures|texture]] files.  
: Image files which are stretched over the unit. Texture 1 contains the diffuse and team colour and texture 2 controls reflectivity, specular, glow and 1-bit transparency. Subfolders are allowed.
 
==='''<code>weapons\</code>'''<br>===
.lua [[Gamedev:WeaponDefs|WeaponDef]] files
: Most units have weapons. The characteristics of these weapons, from its behaviour to how it acts in the air, is determined in the weapon file. Some games choose to subsume these into the [[Gamedev:UnitDefs|UnitDef]] instead of having separate files. Subfolders are allowed.
 
[[Category:Game Dev]]

Latest revision as of 21:41, 7 April 2016

Game Structure

.sd7 or .sdz

A mod is presented as an sd7 or sdz file. This is just a zip file of the individual files comprising the game.

You can unzip the sd7 or sdz file by renaming it to .zip, and using a zip tool to unzip it.

sd7 / sdz files are created using 7zip.

.sdd directories

You can avoid using the archives altogether by storing the whole mod directory structure in an .sdd directory. This is useful for game development because the changes you make are visible without any additional step.

On Linux one can also symlink the development directories from the Spring's mod directory:

 ln -s ~/projects/caspring/games/zk ~/.spring/games/zk.sdd

Directory Structure

root of game folder

Modinfo.lua and can also contain Modoptions.lua, LuaAI.lua, and springignore.txt

anims\

image files for mouse cursors

bitmaps\

bitmaps\loadpictures

pictures that will be displayed when the game loads.

bitmaps\tracks

images that are used for the unit tracks

features\

.lua FeatureDef files

Corpse and map-static feature definitions. The corpse files are similar to UnitDefs but usually contain a less data, such as what model to use as the wreckage, how much metal the wreck will give if reclaimed, etc. Some games choose to subsume these into the UnitDef instead of having separate files.Subfolders are allowed.

gamedata\

Various files that control global things or setup graphic & sound resources.

icons\

images for unit symbols and radar icons

LuaRules\

various files to make Lua scripts work such as gadget handler

LuaRules\Gadgets

Lua gadgets: scripts that control the gameplay

LuaRules\Configs

config files read by Lua gadgets

LuaUI\

LuaUI\widgets

Lua widget: scripts that make up the user interface or do other unsynced things

objects3d\

.3do, .s3o or Assimp compatible 3D model files

This contains the actual 3D model that units and features use in-game. Most units have a variety of different pieces that are put together in a hierarchy type form (for instance, a tank has a hull, a turret attached to that, and a barrel attached to that). The {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}model tag determines what model is used.

scripts\

.lua or .cob animation script files

This contains all of the animation scripting for the units. Scripts work by calling on pieces of the unit's model to do things, such as rotate a turret to aim at a target, or emit smoke when the unit is damaged. The pieces named in the script file must reflect actual parts of the unit's.

sidepics\

Faction icons read by lobby etc.

sounds\

sound files

units\

.lua UnitDef files

Contains most of the active data that a unit uses, such as its health, a list of which weapons it has, speed, metal/energy cost, whether it is a construction unit or not, so on and so forth. Subfolders are allowed.

unitpics\

.dds or .png buildmenu pictures

Unit pictures are those little thumbnails which show up in the build menus of units in-game. They're just a little graphical representation of the unit so people know what they're building when they click it. Assigned via the {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}buildpic tag.

unittextures\

.dds, .tga or .png image texture files.

Image files which are stretched over the unit. Texture 1 contains the diffuse and team colour and texture 2 controls reflectivity, specular, glow and 1-bit transparency. Subfolders are allowed.

weapons\

.lua WeaponDef files

Most units have weapons. The characteristics of these weapons, from its behaviour to how it acts in the air, is determined in the weapon file. Some games choose to subsume these into the UnitDef instead of having separate files. Subfolders are allowed.