Difference between revisions of "FS2 Data Structure"

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==Introduction==
 
==Introduction==
Apart from the game engine (the game executable), or mission editor (FRED), the game needs data to run; it needs missions, sounds, 3D models, textures... Freespace2 is highly moddable because nearly none of this data is embedded inside the game executable. In this way the user can always change nearly all game data.
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Apart from the game engine, or the mission editor, (FRED), the game needs data to run; it needs missions, sounds, 3D models, textures... Freespace2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.
  
Like all your applications you'll have Freespace 2 installed in one folder in your hard drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, Freespace 2 stores all its game data in three places:
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Like all your applications you'll have Freespace 2 installed in one folder in your hard drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, Freespace 2 stores all its game data in three places (retail version just in two):
*Unpacked, ie. individual files, inside '''data''' folder within Freespace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of data subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used are:
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*Unpacked, ie. individual files, inside '''data''' folder within Freespace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:
 
**[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.
 
**[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.
 
**[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.
 
**[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.
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**[[FS2_Data_Structure#music|music]] contains all the music files.
 
**[[FS2_Data_Structure#music|music]] contains all the music files.
 
**[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.
 
**[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.
**[[FS2_Data_Structure#tables|tables]] contains all table files. Table files define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.
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**[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.
 
**[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.
 
**[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.
 
*Packed in vp archives data holders. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like vpmage, is needed to build them.<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):
 
*Packed in vp archives data holders. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like vpmage, is needed to build them.<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):

Revision as of 16:04, 27 May 2007

WARNING: THIS PAGE IS FULLY UNDER DEVELOPMENT !!


Introduction

Apart from the game engine, or the mission editor, (FRED), the game needs data to run; it needs missions, sounds, 3D models, textures... Freespace2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.

Like all your applications you'll have Freespace 2 installed in one folder in your hard drive. We will call this folder /freespace2, although it can have any other name (/fs2, /fspace2, or whatever). Inside this folder, Freespace 2 stores all its game data in three places (retail version just in two):

  • Unpacked, ie. individual files, inside data folder within Freespace 2 installation folder, ie. in /freespace2/data. (data name is compulsory).
    Inside data folder, the game contents are classified and stored in several subfolders. Below, you have the full list of data subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:
    • effects contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.
    • maps contains all the textures, (and animated textures), used over ship models.
    • missions contains all the mission (*.FS2) and campaign (*.FC2) definition files.
    • models contains all 3D models (*.POF).
    • music contains all the music files.
    • sounds contains all ingame sound effect files.
    • tables contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See Tables section for deeper info.
    • voice contains all the ingame voices.
  • Packed in vp archives data holders. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in /freespace2 folder. Special software, like vpmage, is needed to build them.
    vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):
    • root_fs2.vp
    • smarty_fs2.vp
    • sparky_fs2.vp
    • sparky_hi_fs2.vp
    • stu_fs2.vp
    • tango1_fs2.vp
    • tango2_fs2.vp
    • tango3_fs2.vp
    • warble_fs2.vp
  • SCP fs2_open addition: Auxiliary data folders loaded through -MOD launcher flag. Retail version only use both former places. But fs2_open, (and FRED2_open), can use any other auxiliary folder to contain game data. This feature allows using several different mods without having undesired cross-effects. More important info about this feature and about loading priority can be found in -MOD launcher flag help.

data subfolders

cache

cbanims

effects

fonts

force feedback

freddocs

hud

intelanims

interface

maps

missions

models

movies

multidata

music

players

images

multi

single

squads

sounds

8b22k

16b11k

tables

voice

briefing

command_briefings

debriefing

personas

special

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