iddevnet/doom3/basics.html

79 lines
3.2 KiB
HTML
Raw Permalink Normal View History

<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
<title>id.sdk [Mod Basics]</title>
<link rel="stylesheet" href="style.css">
</head>
<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
<tr>
<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
<td style="background: url(images/tile.gif)">
<table border=0 cellpadding=0 cellspacing=0 width=600>
<tr>
<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
</tr>
<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
<tr><td style="height: 27px; background: url(images/middle.gif)" class="title">&nbsp;&nbsp; Making DOOM 3 Mods : Mod Basics</td></tr>
<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
</table>
</td>
</tr>
</table>
<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
<tr>
<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
</tr>
<tr>
<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
<div class="leftMenu">
<script src="menu.js"></script>
</div>
</td>
<td class="mainContent">
<p>
A 'mod' is a modification to the game. Generally it involves changing
the source code as well as adding assets, but it doesn't always have to.
Making a mod for Doom3 is very similar to making a mod for Quake III Arena.
The biggest change (apart from the rendering) is that there is a lot more
behavior defined in text files rather than code.
</p><p>
<img src="images/basics_a.png" align="right">
Mods are stored in the Doom 3 folder as siblings to the 'base' folder (not <i>in</i>
the 'base' folder). The base folder is where the standard Doom 3 code and assets
are stored. If you are <i>not</i> running a mod, then everything is taken from
'base'. When you load a mod, the base folder is searched only if a file cannot be
found in the mod folder. This allows you to reference files in standard Doom 3
without having to distribute them with your mod. This method was used in Quake 3.
</p><p>
Doom 3 populates the 'Mods' menu by scanning the for any subfolders containing
<a href="packfiles.html">Pack Files</a>. It gets the name from a file in the mod folder
named 'description.txt' This file should contain 1 line of text no more than
about 40 characters long. If the description file is missing, it uses the
name of the directory.
<br>
</p></td>
</tr>
<tr>
<td colspan="2" bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
</tr>
</tbody></table>
<table border="0" cellpadding="0" cellspacing="0" width="770">
<tbody><tr>
<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
</tr>
</tbody></table>
</body></html>