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Folder Structure Revert #6

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Ragora opened this issue Nov 20, 2015 · 1 comment
Open

Folder Structure Revert #6

Ragora opened this issue Nov 20, 2015 · 1 comment

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@Ragora
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Ragora commented Nov 20, 2015

Tribes 2 used a very different folder structure from Torque3D's default structure. Torque3D needs to be modified to support the following structure in its virtual file system:

  • textures - All image files should go here. This becomes the root folder of all image file paths.
  • music - MP3 music should go here. This becomes the root folder of all music file paths.
  • audio - All other sound files should go here. This becomes the root folder of all audio file paths.
  • shapes - All shapefiles should go here. This becomes the root folder of all shapefile paths.
  • interiors - All interior files should go here. This becomes the root folder of all interior file paths.
  • terrains - All terrain files, spawn graph files & AI navigation graph files should go here. This becomes the root folder of all those paths.
  • lighting - A folder generated by the Tribes 2 engine which contains files generated by the light mapper for every mission ever loaded (locally or on some server) by the game client. These should be precomputed light map values, but they are likely to go unused by Torque3D.
  • prefs - A folder generated by the Tribes 2 engine which contains the preferences of the game user for their client, server & control mapping.
    team names.
    • prefs/MyConfig.cs - Control mapping.
    • prefs/ClientPrefs.cs - Game client settings. Also contains things like player aliases (smurfs).
    • prefs/ServerPrefs.cs - Game server settings. For some reason this also contains game

The following folders don't have any special functionality as far as asset search goes, but they still exist and are worthwhile knowing about:

  • scripts - Script files should go here.
  • voice - All voice sound files should go here.
  • missions - All mission files should go here. The game's core code searches this folder for MIS files and reads specially formatted comments at the top of the files to read mission information for proper sorting & display of available missions.

This requires #4.

@calvinbalke13
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With #4 being partially completed, I added shape and texture path support. "compat/base/textures" and "compat/base/shapes" are checked first, then the regular Torque3D path is checked. The partial support was committed in this commit: df28cbd

@calvinbalke13 calvinbalke13 self-assigned this Nov 20, 2015
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