Documentation/Engine/Game data

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Revision as of 10:05, 4 March 2016 by ErykDwornicki (talk | contribs) (Definitions)

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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 folders 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             See: Definitions.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            See: Fonts.map             Storage for maps and it's additional data.material        See: Predefined materials.matlib          TODO: wait for confirmation.
 ├model           Storage for 1st generation of map assets.model2          Storage for 2nd generation of map assets.prefab          Storage for 1st generation of prefab assets.prefab2         Storage for 2nd generation of prefab map assets.road_template   Road template models for new system of road generation.sound           See: Sounds.system          Low level engine resources needed for console and fall-back cases of missing resources.ui              See: UI definitions.uilab           TODO: wait for confirmation.
 ├unit            Definitions for predefined hookups spawned in game trough locators, for example: light flare, light sources, no weather areas.vehicle         See: Vehicle model resources.video           Video based animated textures for UI.autoexec.cfg    Configuration file which is automatically executed on game start-up.version.txt     File containing game version string.

Definitions

Definitions for most of configurable game content like: vehicles, economy, map assets etc.

Root Game Folderdefanimated_modelcameracargocityclimatecompanycountrydesktopferryinitial_savejobsregional_settingssignstampvehicleworldaux_lamp_colors.sii           Defines players vehicle auxiliary light mask colors.bank_data.sii                 Bank loans configuration.car_colors.sii                Defines colors for AI traffic vehicles.cargo.sii                     Storage of cargoes for trailer generation. When defining your own cargoes use infixed version of this Sii file for example: "cargo.my_mod.sii".city.sii                      Storage of cities in game. When defining your own cities use infixed version of this Sii file for example: "city.my_mod.sii".climate.sii                   Storage of climate profiles. When defining your own climate use infixed version of this Sii file for example: "climate.my_mod.sii".company.sii                   Storage of companies that can be used in game. When defining your own companies use infixed version of this Sii file for example: "company.my_mod.sii".
  ├...
  ├country.sii                   Storage of countries used in game. When defining your own countries use infixed version of this Sii file for example: "country.my_mod.sii".
  ├...
  ├economy_data.sii              Game economy definition.
  ├...
  ├env_data.sii                  Environment global configuration such as day in the year. << TODO: This is not clean enough for me.
  ├...
  ├ferry.sii                     Storage of ferry ports. When defining your own cargoes use infixed version of this Sii file for example: "ferry.my_mod.sii".
  ├...
  ├game_data.sii                 Various global game definitions.hdr.sii                       High dynamic range effect definitions.
  ├...
  ├job_trailer_preview.sii       Scene setup for generating preview images of trailers in freight market.job_truck_preview.sii         Scene setup for generating preview images of trucks in quick jobs.job_wotr_trailer_preview.sii  Scene setup for generating preview images of trailers in WOTR contracts.
  ├...
  ├mail_data.sii                 Defines players mails.photo_camera_data.sii         Configuration of Photo Mode camera.
  ├...
  ├police_data.sii               Defines player offences: fine amounts, offence check delay.
  ├...
  ├sound_player.sii              Defines sounds for UI actions and global game sounds.
  ├...
  ├traffic_data.sii              Defines different AI traffic data: total AI max count, yield attributes, safety distances etc.vehicle_lamp_colors.sii       

Fonts

Folder for storing game fonts.

Root Game Folder 
├─ font
   ├─ license_plate
   └─ sign

Predefined materials

Library of predefined materials and textures.

Root Game Folder 
├─ material
   ├─ custom
   ├─ decal
   ├─ deferred
   ├─ editor
   ├─ environment
   ├─ flags
   ├─ logo
   ├─ metal
   ├─ overlay
   ├─ prefab
   ├─ road
   ├─ rocks
   ├─ ropes
   ├─ sign
   ├─ special
   ├─ terrain
   ├─ tiled
   └─ ui

Sounds

Library of sounds used by game.

Root Game Folder 
├─ sound
   ├─ ai
   ├─ environment
   ├─ mover
   ├─ music
   ├─ truck
   └─ ui

UI definitions

Library of all UI definitions including vehicle dashboards.

Root Game Folderui
   ├─ company_manager
   ├─ dashboard
   ├─ desc
   ├─ editor
   ├─ license_plate
   ├─ options
   └─ template

Vehicle model resources

Root Game Foldervehicle
   ├─ ai
   ├─ driver
   ├─ share
   ├─ trailer*
   ├─ truck
   └─ wheel