Changes between Version 7 and Version 8 of Mod_Layout
- Timestamp:
- May 4, 2014, 3:51:51 AM (10 years ago)
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Mod_Layout
v7 v8 35 35 ==== skeletons ==== 36 36 37 Currently just `skeletons.xml`, used for skeletal models to share models and animations from different 3D editing software. If you add a new animated model, the odds are you'll need to update this file. 37 Skeleton XML definitions to share models and animations from different 3D editing software. If you add a new animated model, the odds are you'll need to add a new skeleton. If you modify the bone hierarchy of an existing model, you will need to updating the appropriate skeleton definition. 38 39 ==== terrains ==== 40 41 Terrain group and texture definitions (see TerrainFileFormat). 38 42 39 43 ==== textures ==== … … 59 63 === gui === 60 64 61 The GUI comprises all the 2D menus and controls with which the user interacts. The GUIs are composed of XML data files that describe the static layout of the page and JavaScript scripts which handle input events for the GUI. The pages are more or less each separate with a few common files. 65 The GUI comprises all the 2D menus and controls with which the user interacts. The GUIs are composed of XML data files that describe the static layout of the page and JavaScript scripts which handle input events for the GUI. The pages are more or less each separate with a few common files. See [wiki:GUI_-_Scripting_Reference] for more info. 62 66 63 67 === hwdetect === … … 65 69 A script for tweaking the game's default setup on different systems based on OS, graphics card, drivers, etc. 66 70 71 === l10n === 72 73 [wiki:Internationalization_and_Localization Internationalization and Localization] files for the public mod. 74 67 75 === maps === 68 76 69 Maps define the layout of the world as the player seesit.77 Maps define the layout of the world as the players see it. 70 78 71 79 ==== random ==== … … 76 84 77 85 Scenarios each have predefined units, buildings, and terrains which attempt to fit a certain theme, often historical in nature. Scenarios are created with the [wiki:Atlas_Manual Atlas scenario editor]. 86 87 ==== skirmishes ==== 88 89 Skirmishes are similar to scenarios, except the players' civilizations and teams can be chosen during game setup. Skirmishes are also created in Atlas. 78 90 79 91 === shaders === … … 95 107 ==== data ==== 96 108 97 XML and [wiki:JSON] files for shared data between multiple components, UI, and/or Atlas scenario editor. [wiki:Technology_Templates Technology templates] are located here.109 XML and [wiki:JSON] files for shared data between multiple components, UI, and/or Atlas scenario editor. Auras, cheats, and [wiki:Technology_Templates Technology templates] are located here. 98 110 99 ==== helper ====111 ==== helpers ==== 100 112 101 113 Some helper scripts for the components. … … 104 116 105 117 Templates, or entity templates, are XML data files which define "entities", things the user can interact with in the game. Most entities have a game play significance, like a soldier, female, tree, or temple. The elements used in templates reflect the component schemas. Entities typically refer to a visual [#actors actor] as well, but not always. Templates have inheritance, so one entity can inherit e.g. the attack and armor stats of another but change its name and civilization. Currently entity templates have to be modified by hand. 118 119 ===== campaigns ===== 120 121 Experimental campaign entities (currently unused). 122 123 ===== formations ===== 124 125 Formation templates. 106 126 107 127 ===== gaia ===== … … 113 133 Defines special entities not creatable in-game. 114 134 135 ===== rubble ===== 136 137 Generic rubble entities are defined here. 138 139 ===== skirmish ===== 140 141 Skirmish entities are defined here, which relate generic skirmish templates to civ-specific templates. 142 115 143 ===== structures ===== 116 144