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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.

Never package anything inside an "editors" folder.

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_name.bimage
  • Only check the textures you've added or modified

static model mod (.bmodel)

  • Check generated/model/art/.../model_name.bmodel

animated model mod (.bmodel) (.bmd6anim)

  • Check generated/model/art/.../model_name.bmodel
  • Check generated/anim/md6/.../animation_name.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