Open main menu

Documentation/Engine/Game data

< Documentation‎ | Engine
Revision as of 14:05, 3 March 2016 by 50keda (talk | contribs) (Root game folder)

All of SCS games are using partially prescribed folder structure. This means that some resources must have proper name and be placed into proper folder otherwise game may malfunction or even crash. That's why this topic is giving insight to game base folder structure, it's crucial resources and their place in folders.

In general topic is showing and describing structure of the folder and files as you get them by using Game Archive Extractor for two basic files with .scs extension found in game installation directory: "base.scs" and "def.scs".

Root game folder

Root game folder consists of:

├─ automat - material storage with generated material files produced during conversion of 3D model assets with conversion tools.
├─ contentbrowser - folder used by Map Editor content browser TODO: wait for confirmation.
├─ custom - legacy folder for storing custom/modded definitions (NOTE: This folder is deprecated and might be removed in the future).
├─ def - definitions for most of configurable game content like: vehicles, economy, map assets etc. See more at: Definitions structure
   ├─ animated_model
   ├─ camera
   ├─ cargo
   ├─ city
   ├─ climate
   ├─ company
   ├─ country
   ├─ desktop
   ├─ ferry
   ├─ initial_save
   ├─ jobs
   ├─ regional_settings
   ├─ sign
   ├─ stamp
   ├─ vehicle
   └─ world
├─ dlc - shared models used by dlc such like "dead end" sign.
├─ effect - set of compiled shader effects used by game for rendering of any visual element.
├─ font - fonts used by game.
   ├─ license_plate
   └─ sign
├─ map - map data.
├─ material - predefined materials and textures library.
   ├─ custom
   ├─ decal
   ├─ deferred
   ├─ editor
   ├─ environment
   ├─ flags
   ├─ logo
   ├─ metal
   ├─ overlay
   ├─ prefab
   ├─ road
   ├─ rocks
   ├─ ropes
   ├─ sign
   ├─ special
   ├─ terrain
   ├─ tiled
   └─ ui
├─ matlib - TODO: wait for confirmation.
├─ model - storage for 1st generation of static map assets.
├─ model2 - storage for 2nd generation of static map assets.
├─ prefab - storage for 1st generation of prefab map assets.
├─ prefab2 - storage for 2nd generation of prefab map assets.
├─ road_templateroad_template - road template models for new system of road generation
├─ sound - sounds used by game.
   ├─ ai
   ├─ environment
   ├─ mover
   ├─ music
   ├─ truck
   └─ ui
├─ system - low level engine resources. Shall remain unchanged.
├─ ui - ui dialogs and windows definitions.
   ├─ company_manager
   ├─ dashboard
   ├─ desc
   ├─ editor
   ├─ license_plate
   ├─ options
   └─ template
├─ uilab - TODO: wait for confirmation.
├─ unitunit - definitions for game predefined hookups spawned in game trough locators, for example: light flare, light sources, no weather areas.
   └─ hookup
├─ vehicle - vehicle models resource files.
   ├─ ai
   ├─ driver
   ├─ share
   ├─ trailer*
   ├─ truck
   └─ wheel
├─ video - video based animated textures.
├─ autoexec.cfg - configuration file which is automatically exectued on game startup
└─ version.txt- TXT file containing game version string

ICONS TODO

  • SII / SUI
  • TEXT FILE

Probably not needed

  • Model
  • Audio (OGG)
  • Material
  • Textures
    • TOBJ
    • DDS etc etc
  • Video Texture (OGV)
  • Map content
  • .font