Folder structure (ETQW)
The information on this page is specific to Enemy Territory: Quake Wars .
This is the folder structure of ETQW. It should be noted that these folders are not present in the base folder itself. Instead, these folders and the assets contained therein are stored in PK4 archives .
Folder structure:
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/baseThis is the default ETQW mod directory. The contents of this directory include all the game assets used in the game. Mods for ETQW should be created in their own directory in the main ETQW installation folder as a brother folder to /base. In the engine code your mod base name is always called "base" no matter the actual physical name. You set the game to use a different folder as base with the fs_game cvar. You can also set the fs_game_base cvar to let you base a mod off base game and your own content as usual as well as an additional mod. Note: While you probably want to work on your mod with the assets decompressed and available in the ETQW folder structure, when you release your mod you should put them into . PK4 files. /base/afThis folder contains . AF files which setup the articulated figure declarations . /base/atlas/base/atmosphereThis folder contains . ATM files which setup the atmosphere declarations . /base/bindingsThis folder contains . BINDING files which setup the key bindings declarations . /base/botsThis folder contains a . DAT file with the bots’ names as a series of strings. /base/commandmapsThis folder contains . TGA files for the various command maps. /base/decalsThis folder contains . DECAL files which setup the decal declarations . /base/defThis folder contains . DEF files which contain declarations for entities, models and modelexport. /base/demosThis folder contains . NDM files which are network gameplay recordings. /base/effectsThis folder contains . EFFECT files which setup the effect declarations . /base/envThis folder contains images for environment maps which are textures applied to the inside faces of a skybox to give the appearance of large spaces and to ambient lights to simulate bounced light. /base/generatedThis folder contains compiled declarations, assets in binary format and hashed compressed textures for use with the retail game. Files here follow the same folder hierarchy. /base/guisThis folder contains . GUI files which setup the gui declarations . /base/guisThis folder contains . GUITHEME files which setup the gui theme declarations . /base/heightmapsThis folder contains . TGA files for a map’s height determination. /base/impostersThis folder contains . IMP files which setup the imposter and imposter generator declarations. /base/levelshotsThis folder contains . TGA files for a map’s screenshot in the server browser and loading screen. /base/lightsThis folder contains . TGA files which become available for use in light materials to create ‘light styles’ that modulate what light projects onto the surfaces of the world. /base/localizationContains . LANG Files for text and sound files for sound localization (. OGG or . WAV ). /base/localization/fonts/base/localization/locstrThis folder contains . LOCSTR files which setup the localization string declarations . /base/logsThis folder contains . CSV files which store proficiency and experience point logs. /base/mapinfoThis folder contains . MD files which setup the map information declarations .
/base/mapsThis folder contains all the files for each map. /base/masksThis folder contains . TGA files for a map’s game masks used for determining where the MCP can go, where players start suffering out of bounds damage, etc. /base/materialsThis folder contains . MTR files which setup the material declarations . /base/megatexturesThis folder contains all the files for each megatexture. /base/menusThis folder contains . RADIALMENU files which setup the radial menu declarations . /base/modelsThis folder contains numerous sub-directories where the following file formats can be found: /base/quickchatThis folder contains . QC files which setup the quickchat declarations . /base/renderlightThis folder contains . RLT files which setup how to pre-light a megatexture. /base/renderprogsThis folder contains . RPROG files which setup the render program declarations . /base/scriptThis folder contains . SCRIPT files. /base/screenshots/base/skinsThis folder contains . SKIN files which setup the skin declarations . /base/soundsThis folder contains . SNDSHD files which setup the sound declarations . /base/specs/base/src/base/stuffThis folder contains . STUFF files which setup the stuff type declarations . /base/surfacetypesThis folder contains . STP files which setup the surface type declarations as well as the . STMAP files which are generated. /base/templatesThis folder contains . TEMPLATE files which setup the template declarations . /base/texturesThis folder contains . TGA or . JPG files which become available for use as assets in material declarations . /base/tools/base/vehiclesThis folder contains . VSCRIPT files which setup the vehicle declarations . /base/videoThis folder contains . BIK files which are movies. |