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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/decls so 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