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modtools:file_locations [2018/10/07 11:32] – [Map Files] adminmodtools:file_locations [2022/02/15 18:00] (current) – external edit 127.0.0.1
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 ^Folder Name ^Type ^Location ^Description ^ ^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. | |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. |
 +|Settings | Folder | //InstallPath/GearCity/Settings// | This folder contains several settings files, including lock files for warnings of initial selections.   |
 +|Screenshots | Folder | //InstallPath/GearCity/Screenshots// | This folder contains screenshots you take from in the game. This functionality is only supported in the Windows build.   |
 +|<BOOKMARK:savesliderfolder> SavedSliders  | Folder | //InstallPath/GearCity/SavedSliders// | The player's saved slider positions xml files go in this folder. |
 +|SavedCars | Folder | //InstallPath/GearCity/SavedCars// | The player's saved car body .car files go in this folder.    |
 +|Cache | Folder | //InstallPath/GearCity/Cache// | This folder contains shader cache files.  |
 |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. | |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. | |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. |
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 | City Files | xml script |[[modtools:cityeditor|City Editor]] | //MapPath/Scripts/// | City scripts use the given save name when saved from the [[modtools:cityeditor|City Editor.]] These scripts are loaded via the MapFileForGame.xml file defined by the [[ModTools:make_a_map_editor|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. | | City Files | xml script |[[modtools:cityeditor|City Editor]] | //MapPath/Scripts/// | City scripts use the given save name when saved from the [[modtools:cityeditor|City Editor.]] These scripts are loaded via the MapFileForGame.xml file defined by the [[ModTools:make_a_map_editor|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.xml|xml script|[[modtools:turneventseditor|Turn 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 [[ModTools:make_a_map_editor|Map Editor.]] To create or edit this file use the [[modtools:turneventseditor|Turn Events Editor.]] | |TurnEvents.xml|xml script|[[modtools:turneventseditor|Turn 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 [[ModTools:make_a_map_editor|Map Editor.]] To create or edit this file use the [[modtools:turneventseditor|Turn Events Editor.]] |
-|MapFileForGame.xml|xml script|[[ModTools:make_a_map_editor|Map 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 [[ModTools:make_a_map_editor|Map Editor]], and only used by the game. It should not be opened in the [[ModTools:make_a_map_editor|Map Editor]] tool. | +|MapFileForGame.xml|xml script|[[ModTools:make_a_map_editor|Map 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 [[ModTools:make_a_map_editor|Map Editor]], and only used by the game. You should not open the file in the [[ModTools:make_a_map_editor|Map Editor]] tool. | 
-|MapFileForEditor.xml|xml script|[[ModTools:make_a_map_editor|Map Editor]] |  //MapPath///This file is used to open an already exported map in the [[ModTools:make_a_map_editor|Map Editor.]] If you wanted to editor or alter an existing map you would open this file in the [[ModTools:make_a_map_editor|Map Editor]] and **not** //MapFileForGame.xml//This file is generated by the Map Editor upon Export and contains file names and file path information to be used in the Map Editor. |+|MapFileForEditor.xml|xml script|[[ModTools:make_a_map_editor|Map Editor]] |  //MapPath///You use this file to open already exported map in the [[ModTools:make_a_map_editor|Map Editor.]] If you wanted to editor or alter an existing map you would open this file in the [[ModTools:make_a_map_editor|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.dds|dds image|  [[artwork:ddstextures|DDS Textures]] |  //MapPath/// | This image is loaded by the game when you select a map to play. The image must be 256x128 resolution and in dds format. | |mapPicture.dds|dds image|  [[artwork:ddstextures|DDS Textures]] |  //MapPath/// | This image is loaded by the game when you select a map to play. The image must be 256x128 resolution and in dds format. |
  
 ===== Mod/Script Files ===== ===== Mod/Script Files =====
-//These files are saved saved with specific files names via the Export function of the Mod Data Editor in the Mod ToolsZip files must be created by hand and .xml files are created by their respective editors. Files loaded via the Mod system will override many core game files. In the following table we will list both the mod file names as well as the override status and file names. //+//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 tablewe will list the mod file names, core override statusand core file names. //
 ^Mod File Name ^Overrides File Name ^Type ^Description ^ ^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 [[modtools:aieditor|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 [[ModTools:make_a_mod_editor|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_AIFILENAME.xml | Overrides AI in Selected Map| xml | These are AI files generated using the [[modtools:aieditor|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 [[ModTools:make_a_mod_editor|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 [[modtools:cityeditor|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 [[ModTools:make_a_mod_editor|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_CITYFILENAME.xml | Overrides City Files in Selected Map| xml | These are City files generated using the [[modtools:cityeditor|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 [[ModTools:make_a_mod_editor|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 [[modtools:componentseditor|Components Editor.]] The component file include all sub-components and vehicle types in the game, their stats and data, and all vehicle and accessory artwork data.| +|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 [[modtools:componentseditor|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_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. Howeverany 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. This file should be generated using the [[modtools:componentseditor|Components Editor.]] The Component Starting Popularity file is used by the AI when selecting sub-components for some of their designs. This file is manipulated via the TurnEvents.xml file using the selectorID'for components. | +|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 [[modtools:componentseditor|Components Editor.]] The AI uses this file when selecting sub-components for their designs. Information in this file can be manipulated using the selectorID'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. The contracting system will be rewritten in v1.23as such this file will be getting major overhaul in the near future. When that occurs I'll hopefully remember to change this text. |+|mod_MODNAME_ContractInfo.xml | Overrides //InstallPath/media/Scripts/EngineContracts.xml// | xml |This file overrides the core game's EngineContracts.xml file. Currentlythis file is not moddable via the mod tools. In the future, we will be implementing the editorYou can, howeveredit this file by hand and include it with 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_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. It is used to implement your own music into the game. This file is generated using the [[modtools:musiceditor|Music Editor.]] Location of the music is defined by the [[ModTools:make_a_mod_editor|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_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 [[modtools:musiceditor|Music Editor.]] Location of the music is defined by the [[ModTools:make_a_mod_editor|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. This file is generated using the [[modtools:newspapereditor|Newspaper Editor.]] | +|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 [[modtools:newspapereditor|Newspaper Editor.]] | 
-|mod_MODNAME_NounList.txt | Overrides //InstallPath/media/Scripts/NounList.txt// | txt | This file overrides the core game's NounList.txt file. This file contains a list of names that are used to name various components, vehicle models, and companies in the game. This file is generated using the [[modtools:namelisteditor|Name List 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 listYou can generate the list using the [[modtools:namelisteditor|Name List Editor.]] | 
-|mod_MODNAME_PlayerLogos.xml | Overrides //InstallPath/media/Scripts/PlayerLogos.xml// | xml | This file overrides the core game's PlayerLogos.xml file. This file contains a list of logo and file names that can be used by the player. Artwork for this file should be placed in one of the moddable artwork zips, such as mod_MODNAME_MiscArtwork.zip. The PlayerLogos.xml file is generated using the [[modtools:playerlogoeditor|Player Logos 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 [[modtools:playerlogoeditor|Player Logos Editor.]] | 
-|mod_MODNAME_RacingSeries.xml | Overrides //InstallPath/media/Scripts/RacingSeries.xml// | xml | This file overrides the core game's RacingSeries.xml file. This file 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. This file is generated using the [[modtools:racingeditor|Racing Series 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 [[modtools:racingeditor|Racing Series Editor.]] | 
-|mod_MODNAME_Reviews.xml | Overrides //InstallPath/media/Scripts/Reviews.xml// | xml | This file overrides the core game's Reviews.xml file. This file contains the various reviews pieces located in the in-game magazine. This file is generated using the [[modtools:revieweditor|Reviews 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 [[modtools:revieweditor|Reviews Editor.]] | 
-|mod_MODNAME_TURNEVENTSFILENAME.xml | Overrides Turn Events Files in Selected Map| xml | These are Turn Event files generated using the [[modtools:turneventseditor|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 [[ModTools:make_a_mod_editor|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_TURNEVENTSFILENAME.xml | Overrides Turn Events Files in Selected Map| xml | These are Turn Event files generated using the [[modtools:turneventseditor|Turn Events Editor.]] Turn Events files are specific to a map. As suchin the Mod system, a Turn Events file can only override specific maps as defined in the [[ModTools:make_a_mod_editor|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. | +|mod_MODNAME_VehicleArtwork.zip | Supplements Existing Artwork| zip | This file adds additional artwork to the game. Ideallyyou 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 [[ModTools:make_a_mod_editor|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: [[GameManual:Installing_Mod|How to Install a Mod]]\\|+|ModFile.xml | None | xml |This file contains information about the mod and which files it should override or include in the game. You can generate this file with the [[ModTools:make_a_mod_editor|Mod Editor.]] Players use the Video Settings Editor to load the file for use in the game. The file can also be opened in the Mod Editor Tool. Here is additional information on mod installation: [[GameManual:Installing_Mod|How to Install a Mod.]]|
  
modtools/file_locations.1538926353.txt.gz · Last modified: 2022/02/15 17:58 (external edit)