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modtools:file_locations

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File Locations

All GearCity's game files are stored in the 'media' folder inside the installation folder of the game.
Steam: How to Access Installation Folder

Here is a list of Common Files and their location from install path:

Log Files

File Name Type Location Description
Logfile.log Log file InstallPath/GearCity/Logfile.log Log file which may show you errors in your maps and mods. For more information: How to Read Logfiles.

Folders

Folder Name Type Location Description
SaveGames Folder InstallPath/GearCity/SaveGames Your save games go into this location. Save games are in .db format. These files compress well and are viewable with an SQLite viewer.
Sites Folder InstallPath/GearCity/Sites This folder contains reports specific to your save games. Reports are saved inside sub folders named after the save game. These sub-folders also contain newspaper images and any other web-based file. Files not located in the sub-folders are the source files for the reports. They should not be edited, removed, or touched.
localization Folder InstallPath/localization This folder stores the translation xml files. If you download a translation from the Localization Editor you will save them to this folder.
CityInfo Folder InstallPath/media/CityInfo This folder contains the artwork zip file for the City Information Window. This is a core game file and should not be overwritten. Any changes should be in the modification file.
ComponentImages Folder InstallPath/media/ComponentImages This folder contains the artwork zip file for the sub components and vehicle types 2d (blueprint) dds files. This is a core game file and should not be overwritten. Any changes should be in the modification file.
Flags Folder InstallPath/media/Flags This folder contains the artwork zip for city/territory flag 2d dds texture files. This is a core game file and should not be overwritten. Any changes should be in the modification file.
Fonts Folder InstallPath/media/Fonts This folder contains font information. Currently fonts are not moddable with Mod files. As such any modifications to the font files should be made to the core files. In the future we may support font modding via the modding files. More About Fonts.
GuiSheets Folder InstallPath/media/GuiSheets This folder contains QuickGUI (Ogre3D) sheet files. These are handwritten files for the game GUI. There are no editors to adjust the UI. These are considered core game files and can not be modded. Attempting to mod these files may crash the game or make the game unplayable. If you do attempt to modify these files, please note that every existing widget name must be present or the game will crash upon trying to load the GUI.
Logos Folder InstallPath/media/Logos This folder contains the Logos Artwork zip file. This file contains 2d DDS textures for player logos, splash artwork, and company(VENT) artwork in the game. The zip is a core game file as some textures in here are hardcoded in the game (removing those files will cause the game to crash). Thus any modifications should be done in the mod files.
Maps Folder InstallPath/media/Maps This folder contains the Map Files. Map Files are shipped in folders bearing the name of the map. You simply place the folder containing your map files into the Maps folder. The game will then check each folder in the Maps folder for loadable maps. More Information: Installing Maps, Map Files, and Making A Map.
Mods Folder InstallPath/media/Mods This folder contains the Mod Files. Mods are shipped in folders bearing the name of the mod. You simply place the folder containing your mod files into the Mods folder. A mod can override most externally coded data in the game. For more Information: Installing Mod, Mod Files, and Making A Mod.
Models Folder InstallPath/media/Models This folder contains Artwork zip files in 3 separate subfolders for Accessories, Vehicles, and States (Rooms in GearCity). These files are core game files and can not be overridden by Mod files. Mod files may implement their own artwork in these categories and not have to use any artwork in the Models folder. The game will still load these core files even if they are not used. Any naming conflicts will default to the Mod Files artwork.
Music Folder InstallPath/media/Music This folder contains the music for GearCity. Music files must be in .ogg format. This is a core game file and should not be overwritten. Any changes should be in the modification file.
Newspaper Folder InstallPath/media/Newspaper This folder contains the newspaper images zip file. Newspaper images must be in .png or .jpg format. These pictures are copied to the installpath/GearCity/sites/SaveGameName at the start of a new game. The pictures are used by the in-game web browser when viewing newspaper webpages. Most images in this zip are called by the turn events file. However, random events also will use images from this zip file. As such, this is a core game file and should not be overwritten. Any changes should be in the modification or map files.
QuickGUI Folder InstallPath/media/QuickGUI This folder contains the GUI artwork and skins zip file. This is a core game file and should not be overwritten.
Scripts Folder InstallPath/media/Scripts This folder contains the game's non-map related script files. These are the files you override when creating a mod. However, the files in this folder are core game file and should not be overwritten. You can find more information on the individual files here: Script Files.
Shaders Folder InstallPath/media/Shaders This folder contains the CG shader files and compositor files. These are core game files and should not be overridden. Doing so may cause the game to crash.
SoundFX Folder InstallPath/media/SoundFX This folder contains the Sound Effects files for the game. Sound Effects must be in .ogg format. Currently Sound Effects are not moddable in the Mod Files system, however, you may overwrite these files if you wish. A file with the same name must exist for each sound effect, otherwise, the game will crash.

Map Files

Individual Zip files are created by hand and .XML files are created by their respective editors. The export function of the Map Data Editor will save these files to specific locations for game use.

File Name Type Editor Location Description
AILogos.zip zip None MapPath/AILogos/ This file contains the 2d DDS Logo files for the AI. AI companies are specific to the map as they require City ID's for their headquarters. The Mod system can override this file.
CityArt.zip zip None MapPath/CityArt/ This file contains the 2d DDS Heading Texture files for the City Information Window as defined by the City Scripts files. The CityArt.zip should contain every DDS heading files defined when using the Cities Editor. The CityArt.zip supplements the core CityInfo.zip file located in the InstallPath/media/CityInfo folder.
Flags.zip zip None MapPath/FlagArt/ This file contains the 2d DDS Flag files for the City Information Window as defined by the 'City Scripts' and 'Turn Events' files. The Flags.zip should contain every DDS Flag file defined when using the Cities Editor and Turn Events Editor.
MapArt.zip zip None MapPath/MapArt/ This file contains the 2d DDS textures and material files for dotCity maps or the mesh, scene, DDS, and material files for dotScene maps. In most cases you will be creating a dotCity map. As such basic texture files are included in the 'Base City Map'. A dotScene map requires 3d modeling knowledge and tools. With dotCity files the .scene and .mesh files are automatically loaded with the core game files. DotScene files will override the core .scene and .mesh files. Thus these files would need to be generated by your 3d program.
News.zip zip None MapPath/NewsArt/ This file contains the .png and .jpg files for the newspaper as defined by the Turn Events file. News.zip should contain every image file defined when using the Turn Events Editor. The file supplements the core Newspaper.zip file located in the InstallPath/media/Newspaper folder.
AI Files xml script AI Editor MapPath/Scripts/ AI scripts use the given save name from the AI Editor. These scripts are loaded via the MapFileForGame.xml file defined by the Map Editor.
AI files need to use the specific map's City Scripts due to the AI Head Quarters IDs needing to match the correct City IDs on the Map.
City Files xml script City Editor MapPath/Scripts/ City scripts use the given save name when saved from the City Editor. These scripts are loaded via the MapFileForGame.xml file defined by the Map Editor.
With dotCity maps, the City Scripts will load the individual dots on the game map based on the city's longitude and latitude. However, dotScene maps must be modeled so that the .mesh and .scene node names correspond to the City ID defined in the City Scripts.
TurnEvents.xmlxml scriptTurn Events Editor MapPath/Scripts/ TurnEvents.xml allows you to script the actions of the world such as news events, inflation rate changes, nation/flag changes, popularity changes, etc. This file is specific to the map as it will use the City Script's ID values for targeting specific cities with events. You can override this file with the Mod files. The Turn Events file is loaded via the MapFileForGame.xml file, as defined by the Map Editor. To create or edit this file use the Turn Events Editor.
MapFileForGame.xmlxml scriptMap Editor MapPath/ This file relays information about the map to the game as well the list the files the map will use. The game will automatically look for this file in the subfolders of InstallPath/media/Maps/, if this file is not there, the game will not try to load the map. This file is generated using the Map Editor, and only used by the game. You should not open the file in the Map Editor tool.
MapFileForEditor.xmlxml scriptMap Editor MapPath/ You use this file to open already exported map in the Map Editor. If you wanted to editor or alter an existing map you would open this file in the Map Editor and not MapFileForGame.xml. The Map Editor generates this file upon Export and it contains file names and file path information for the Map Editor.
mapPicture.ddsdds image DDS Textures MapPath/ This image is loaded by the game when you select a map to play. The image must be 256×128 resolution and in dds format.

Mod/Script Files

Mod files are saved with specific file names via the Export function of the Mod Data Editor. You must create zip files by hand and generate the .xml files with their respective editors. Files loaded via the Mod system will override core game files. In the following table, we will list the mod file names, core override status, and core file names.

Mod File Name Overrides File Name Type Description
mod_MODNAME_AIFILENAME.xml Overrides AI in Selected Map xml These are AI files generated using the AI Editor. AI files are specific to maps, as such in the Mod system, the AI files can only override specific maps as defined in the Mod Editor. If no AI files are selected for a specific map, the game will use the default AI files for the map.
mod_MODNAME_CITYFILENAME.xml Overrides City Files in Selected Map xml These are City files generated using the City Editor. City files are specific to maps, as such in the Mod system, the Citys files can only override specific maps as defined in the Mod Editor. If no City files are selected for a specific map, the game will use the default City files for the map.
mod_MODNAME_Components.xml Overrides InstallPath/media/Scripts/Components.xml xml This file overrides the core game's Components.xml file. This file should be generated using the Components Editor. The component file includes all sub-components and vehicle types in the game, their stats and data, and all vehicle and accessory artwork data.
mod_MODNAME_ComponentImages.zip Supplements Existing Artwork zip This file adds additional artwork to the game. Typically you would use this file to store any new component images. However, any artwork data needed by the mod can be put here, such as player logos, accessory icons, etc.
mod_MODNAME_ComponentsStartingPop.xml Overrides InstallPath/media/Scripts/ComponentStartingPopularity.xml xml This file overrides the core game's ComponentStartingPopularity.xml file. It is generated using the Components Editor. The AI uses this file when selecting sub-components for their designs. Information in this file can be manipulated using the selectorID's in the TurnEvents.xml file.
mod_MODNAME_ContractInfo.xml Overrides InstallPath/media/Scripts/EngineContracts.xml xml This file overrides the core game's EngineContracts.xml file. Currently, this file is not moddable via the mod tools. In the future, we will be implementing the editor. You can, however, edit this file by hand and include it with a mod.
mod_MODNAME_MiscArtwork.zip Supplements Existing Artwork zip This file adds additional artwork to the game that wouldn't organizationally fit in “Vehicle Artwork” or “Component Images” zip files. Resources in this zip file will not override any core game files unless there is a naming conflict. As such you should make sure your files have unique names. This is a good file to place mod art such as Player Logo images, etc.
mod_MODNAME_Music.xml Overrides InstallPath/media/Scripts/Music.xml xml This file overrides the core game's Music.xml file and implements your own music into the game. This file is generated using the Music Editor. Location of the music is defined by the Mod Editor's music folder toggle. Music files must be in .ogg format and there must be at least one song for each “Play Location”
mod_MODNAME_NewsArticles.xml Overrides InstallPath/media/Scripts/NewspaperArticles.xml xml This file overrides the core game's NewspaperArticles.xml file. This file contains random newspaper articles to fill the newspaper when there is no important news in the world. You can generate this file using the Newspaper Editor.
mod_MODNAME_NounList.txt Overrides InstallPath/media/Scripts/NounList.txt txt This file overrides the core game's NounList.txt file. Components, vehicle models, and companies in the game use the names contained in this list. You can generate the list using the Name List Editor.
mod_MODNAME_PlayerLogos.xml Overrides InstallPath/media/Scripts/PlayerLogos.xml xml This file overrides the core game's PlayerLogos.xml file. It contains a list of player useable logos. Artwork for this file should be placed in one of the moddable artwork zips, such as mod_MODNAME_MiscArtwork.zip. You can generate this file using the Player Logos Editor.
mod_MODNAME_RacingSeries.xml Overrides InstallPath/media/Scripts/RacingSeries.xml xml This file overrides the core game's RacingSeries.xml file. It contains a list of racing series and their information. Artwork for this file should be placed in one of the moddable artwork zips, such as mod_MODNAME_MiscArtwork.zip. You can generate this file using the Racing Series Editor.
mod_MODNAME_Reviews.xml Overrides InstallPath/media/Scripts/Reviews.xml xml This file overrides the core game's Reviews.xml file. It contains the reviews chunks which are used in the magazine. You can generate this file using the Reviews Editor.
mod_MODNAME_TURNEVENTSFILENAME.xml Overrides Turn Events Files in Selected Map xml These are Turn Event files generated using the Turn Events Editor. Turn Events files are specific to maps, as such in the Mod system, a Turn Events file can only override specific maps as defined in the Mod Editor. If no Turn Events file is selected for a specific map, the game will use the default Turn Event file for the map.
mod_MODNAME_VehicleArtwork.zip Supplements Existing Artwork zip This file adds additional artwork to the game. Ideally you would use this zip file for Vehicle and Accessory's Models and Textures. Resources in this zip file will not override any core game files unless there is a naming conflict. As such you should make sure your files have unique names.
ModFile.xml None xml This file contains information about the mod and which files it should override or include in the game. This file is generated by the Mod Editor. The file is read by the Video Settings Editor included with the game. This file can also be opened in the Mod Editor Tool. For more information on mod installation: How to Install a Mod\\
modtools/file_locations.1539813383.txt.gz · Last modified: 2022/02/15 17:58 (external edit)