Folder structure (Quake 4)
The information on this page is specific to Quake 4 .
This is the folder structure of Quake 4. 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 .
/q4baseThis is the default Quake 4 mod directory. The contents of this directory include all the game assets used in the game. Mods for Quake 4 should be created in their own directory in the main Quake 4 installation folder as a brother folder to /q4base. In the engine code your mods’ 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 Quake 4 folder structure, when you release your mod you should put them into . PK4 files. /q4base/afThis folder contains .AF files which setup the articulated figure declarations . /q4base/cfg/q4base/defThis folder contains .DEF files which contain declarations for entities, models and modelexport. /q4base/demosThis folder contains . DEMO files which are gameplay recordings. /q4base/effectsThis folder contains . FX files which in turn contain effect declarations . /q4base/efxsThis folder contains . EFX files which containt reverb information for maps. /q4base/fonts/q4base/gfx/q4base/gfx/2d/q4base/gfx/decals/q4base/gfx/effectsThis folder contains . TGA files used in effects. /q4base/gfx/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. /q4base/gfx/guisThis folder contains . TGA files used in the user interface. /q4base/gfx/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. /q4base/gfx/mp/q4base/gfx/objectives/q4base/glprogsThis folder contains . VFP and . VP files which become available for use in materials for visual special effects . /q4base/guidesThis folder contains .GUIDE files which contain material guide declarations . /q4base/guisThis folder contains .GUI files which setup the graphical user interfaces . /q4base/lipsyncThis folder contains .LIPSYNC files which contain lipsync declarations . /q4base/mapsThis folder contains the . MAP , . CM , . PROC , and . AAS files for each map. Should there be any .BAK files there they should be removed prior to distribution as these are just backup versions created by the map editor . /q4base/materialsThis folder contains .MTR files which setup the material declarations . /q4base/modelsThis folder contains numerous sub-directories where the following file formats can be found: /q4base/playbacks/q4base/progimg/q4base/scripts/q4base/skinsThis folder contains .SKIN files which setup the skin declarations . /q4base/sound/q4base/stringsThis folder contains . LANG files which are used for localization. The engine loads all of the files from this folder and parses the numbered strings within these files to make them available to the code, GUIs and maps . /q4base/texturesThis folder contains . TGA or . JPG files which become available for use as assets in material declarations . /q4base/videoThis folder contains . ROQ files which are movies. |