File names and structure

Discuss anything EDGE-related that doesn't fall into the categories.
User avatar
Marscaleb
Posts: 89
Joined: Sat Jun 25, 2016 12:57 pm
Location: California or Utah
Gender: None specified
Contact:

File names and structure

Postby Marscaleb » Tue Jul 04, 2017 2:14 pm

Something just clicked with me, a mistake I've been assuming for a while.

There's basically no requirement for file structures in this program, is there? Anything that is referenced as a texture for a wall or a sprite for a weapon effect or really anything else that appears in the game, these are all referenced solely by a name.

Because of all the time I've spent with other games and engines, I am used to the location of a file being critical to its use in the game. If I use a texture on a wall and it's in one package, but then I change the name of the package, or move that package to a different folder or sub-folder, the walls that originally used that texture are now broken.
But this isn't the case with Doom and 3DGE, is it? Here things are just referenced by a name, with no direction to a path. If I load a dozen wads, it won't matter which wad file a texture is in, because the engine is just going to look for that name. The only confusion that can arise is if multiple files have the same name, in which case, there is a logical search order and the last such name found will be used.

This revelation means a bit to me because I have been wanting to re-organize the file structure I'm using in my project. Having everything dumped into one massive wad file makes it inconvenient to navigate, and I'd much prefer to put things into little folders. But as of yet, I'm not certain what structure of folders to use, because I'm still getting them all together. But if the game doesn't search for things at specific locations, I am free to completely re-organize how things are organized if I so decide. I could even divide the expected content of the iWads into a new structure, like put all the monster sprites in their own wad, all the weapon sprites in another wad, and then put all these into a pk3 file. As long as I properly instruct the exe to include all my wads and pk3 files, I'm good. Right?

Correct me if I'm wrong.

User avatar
3rd_3ye
Community Manager
Posts: 291
Joined: Sat Jun 09, 2012 5:58 am
Gender: None specified

Re: File names and structure

Postby 3rd_3ye » Thu Jul 06, 2017 4:15 am

Annnd my post gets deleted. Great. Sorry MC.
The banlist has been updated successfully.

User avatar
Coraline
Site Admin
Posts: 747
Joined: Fri Jun 08, 2012 11:22 am
Gender: Female
Contact:

Re: File names and structure

Postby Coraline » Fri Jul 07, 2017 7:31 pm

Attachments
slade.png
slade.png (25.86 KiB) Viewed 1686 times
\(סּںסּَ` )/ۜ

User avatar
Marscaleb
Posts: 89
Joined: Sat Jun 25, 2016 12:57 pm
Location: California or Utah
Gender: None specified
Contact:

Re: File names and structure

Postby Marscaleb » Fri Jul 07, 2017 11:20 pm

So what I'm gathering from this:

1) I can package my content designed for 3DGE in a zip folder with the EPK package, so other engines won't touch it, and users will (probably) know what its for.
But of course, using that extension is completely optional. It's just useful if I got content that other engines interpret wrong.

2) Maps still gotta be in a wad file.

But basically everything I stated still stands true. I can organize my content however I want, and freely change it without facing problems. I can have a texture be in a wad file named textures.wad and then move it to a folder named GuessWhat in a pak file named ChickenButt.pk3 and nothing will change (so long as I properly instruct the engine to load ChickenButt.pk3) I could have it saved as a Doom graphic in a wad or a png in a pk3, and that won't change it showing up in my level, so long as the name of the texture is the same.
I can have all my maps in one wad or a wad for each map. I can have my map files in a folder called maps or a folder called arenas or the root folder or whatever, and change it around as I see fit.

It may seem like this is obvious stuff, but this is NOT the way things work in every engine that isn't Doom, so it just took a while before it clicked to me.


Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 2 guests