What Files Should I Package For My idStudio Mod?
When developing a mod, many files will be generated in your idStudio base folder.
It is crucial that you ONLY package what is NECESSARY for your mod to avoid mod conflicts.
decl mod (.decl)
- Check
generated/decls/.../decl_name.decl - Only check the decls you've added or modified
- Do not package your declTree folder
- Periodically delete everything in
generated/declsso unused decls can be removed and not accidentally packaged
texture mod (.bimage)
- Check
generated/image/art/.../texture.bimage - Only check the textures you've added or modified
static model mod (.bmodel)
- Check
generated/model/art/.../model.bmodel
animated model mod (.bmodel) (.bmd6anim)
- Check
generated/model/art/.../model.bmodel - Check
generated/anim/md6/.../animation.bmd6anim
string mod (.blang)
- Check
strings/english.blang - Check other language .blang files if they exist
- Do not package .lang files
- Delete all vanilla strings in the string editor if you haven't already done so
sound mod (.wem)
- Check
sound/soundbanks/pc/sound_id.wem
- A sound_id will look something like 123456789.wem - Do not package anything in sound/ModWavs
map mod (.map)
- Check
maps/.../map_name.map - Do not package entities or other file types from the maps folder
- Clear your generated/decls folder after packaging a .map because it will be flooded with vanilla decls
- When you package a .map with decls, be sure to ONLY CHECK each individual decl class folder, not all of generated/decls as that would package many vanilla decls into your mod
entities mod (.entities.cbfile)
- Check
generated/compfile/maps/.../map_name.entities.cbfile - Check
packagemapspec.json(if assetsInfo was used) - This is for legacy mods only
- Do not package .entities files for custom maps built inside idStudo's World Editor