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