First, a hierarchy of folders and files in the root folder of the res_mods\* version of the game *\
So let's understand what is in each of them!Content:
Responsible for Remodeling and change skins unbound with appliances (such as the allocation of non-degradable or more notable buildings w / d platforms)
content \ Buildings - destructible buildings
content \ BuildingsRare - indestructible building
content \ Environment - cars, trucks, posts, etc.
content \ railway - railroad, locomotives, and railcars
content \ Interface \ shells \ Hangar - conventional hangar
content \ Interface \ shells \ Hangar_premium - premiumnyh hangar
content \ MilitaryEnvironment - bunkers, dragons teeth, etcGui:
(graphical user interface), the main concentration of mods directory, responsible for the interface.
Divided into two folders:
maps - there are a variety of game images.
gui \ maps \ login \ __login_bg.png and back_ * room * _without_sparks.png - background image when the game starts
gui \ maps \ icons \ vehicle \ contour \ * Nation * - * name * art - icons of tanks
gui \ maps \ ingame \ aim - file server scope (gun_marker.dds and gun_marker_blue.dds)
gui \ maps \ icons \ map \ screen - loading screens battle
gui \ maps \ vehicle \ decals - decals
Flash - interface programs, written in Flash.
Achievements.swf - achievements after the fight
Battle.swf - is the main file to display other files during the battle
Battleartefactbuttons.swf - displays artifacts or components of the equipment
battleloading.swf - download battlefield (echoing)
BattleMessenger.swf - Battle Chat
BattleShellCooldownButton.swf - the number of shells in the drum
Battletimer.swf - critical angles of traverse and "compass"
BattleTimerBig.swf - the countdown before the battle
CaptureBar.swf - Base Capture
crew.swf - automatic loading of crew
crosshair_panel_arcade.swf - Arcade Mode sight
crosshair_panel_postmortem.swf - sight after death
crosshair_panel_sniper.swf - sniper scope mode
crosshair_panel_strategic.swf - in the mode of artillery
crosshair_sniper.swf - the sight in the arcade and sniper mode
crosshair_strategic.swf - the sight in the arcade and sniper mode for artillery
DamageIndicator.swf - indicator of damage
DamagePanel.swf - the status bar of the tank
DebugPanel.swf - displays fps and ping
FinalStatistic.swf - final statistics
FragCorrelation.swf - index of combat win/loss of teams (possible angles of traverse)
GunConstraints.swf - gun traverse mod
IconLibrary.swf - icons in the messages
login.swf - field login and password
logos.swf - logos for login screen and usually clock in the hangar
Minimap.swf - minimap
PlayersPanel.swf - Panel players
QuantityInClipBars.swf - cassette (drum)
Radialmenu.swf - hot-key setup radial orders menu
ScopeShadow.swf - blackout in sniper mode.
ServiceChannelPage.swf - statistics per session
SquadMemberRenderer.swf - window platoon
StatisticForm.swf - Statistics after fight (Tab)
TankCarousel.swf - "Carousel" tanks
Tankindicator.swf - panel at the bottom of the tank on the left
TeamBasesPanel.swf - capture bases
TeamMemberRenderer.swf - dialogue clan battle
TeamRenderer.swf - team dialog.
Techtree.swf - tree research
Traininginfoform.swf - training room window
Trainingownerinfoform.swf - box training room for the creator of the room
UserInfo.swf - player statistics
VehicleMarkersManager.swf - over vehicle marker technology
Waiting.swf - animation file out
In the folder gui can also include files:
gui_settings.xml - Interface game (more details here - http://urls.by/guisettingsxml
gui_sounds.xml - setting sound file (crit BC, etc.)
servercross.xml - setting server sight
zoomX4.xml - adjusts the 4-position - avatar_input_handler.xml - camera control
messenger.xml - PostsScripts:
Folder, which contains a Python script. For example:
scripts \ client \ AvatarInputHeadler \ aims.pyc and cameras.pyc - are responsible for the approach / remote camera.
scripts \ client \ gui \ scaleform \ RadialMenu.pyc (with the settings file RadialMenu.xml) - edited "rosette" commands.
scripts \ client \ gui \ clienthangarspace.pyc - turning the hangar to 180 * at the basic account.
scripts \ client \ mods \ GunConstraints.pyc - file from mod gun traverse).
scripts \ client \ mods \ __init__.pyc - file for gun traverse mod.
scripts \ client \ CameraNode.pyc - file for gun traverse mod.
scripts \ item_defs \ vehicles \ * Nation * - scripts sound, engines etc.Spaces:
spaces \ * map name * \ space.settings - the maximum visibility
Shaders \ hdr \ wg_hdr_bloom.0.vxo and wg_hdr_bloom.1.vxo - off in the distance blurSystem:
System \ data \ * name * card - the effect of day and night, or the maximum visibilityText:
Here is the entire text information for the game.
All of the following files are in text \ LC_messages \
achievements.mo - the names and descriptions of achievements (steel wall, warrior, lion Sinai, etc.)
AOGAS.mo - not quite understand, but it seems like the prevention and control of the game ("You're playing for more than 5 hours, it can harm your health," etc.)
arenas.mo - title and description of maps
artefacts.mo - the names and descriptions of modules and consumables
ban_reason.mo - the reasons for the ban and restrictions
battle_results.mo - text Final Statistics (window with the results)
battle_tutorial.mo - tips on learning the map
captcha.mo - interaction with texts CAPTCHA
chat.mo - inscriptions chats, a description of restrictions (ban, ignore, etc.)
* Nation * _tankmen.mo - names tankers
* Nation * _vehicles.mo - the name and description of tanks
controls.mo - the names of buttons, keys, responsible for the mode of action (CapsLock, X, C, etc.)
development.mo - used for Developers (menu card and the type of combat, etc.)
dialogs.mo - text data for the dialogues in the game (pop-ups such as "Get out of the fight?", etc.)
faq.mo - FAQ, a brief overview (see, go to any chat room and it then F1)
ingame_gui.mo - text data in combat (Kill-a log on the mini-map, the player's actions, such as "Focus on the square D1!" etc.)
ingame_help.mo - help text when you press F1 in combat.
invites.mo - different kind of invitation (to the company, platoon, to trade on the exchange, etc.)
item_types.mo - the names and descriptions of perks and shells
kong_captcha.mo - CAPTCHA for Asian tankers
lobby_help.mo - text labels in the hangar ("Apply camouflage", "Set up the game", etc.)
menu.mo - different menus (description of tanks, guns, etc.)
messenger.mo - Messager, the one at the bottom, on the right (repair of the tank, the message of victory / defeat, etc.)
nations.mo - the names of nations
recaptcha.mo - handler entry errors CAPTCHA
settings.mo - the settings window game
system_messages.mo - system messages that appear in the messenger
tips.mo - prompts that are displayed during the boot battle at the bottom, under the command list
tooltips.mo - hints at the hangar, when you hover the mouse over
tutorial.mo - even some obuchalka most window that appears after graduation
vehicle_customization.mo - description of camouflage and inscriptions
vehicle_customization_cn.mo - the same, only the eastern tank
waiting.mo - writing while waiting (when the spinning wheel)Vehicles:
Skins and models of tanks.
vehicles \ * Nation * \ Tracks - replacement track
Vehicles \ * Nation * \ * name * of the tank - the path to the skins certain tank
* Tank *. Dds - the very texture
* Tank * _crash.dds - texture of the destroyed tank
* Tank * _NM.dds - normal map. Need for more details
* Tank * _SM.dds - map reflections. Need to show the brightness of the game
* Tank * _CM.dds - map overlay camouflages
Vehicles \ * Nation * \ * name of tank * \ crash \ lod0 and Vehicles \ * Nation * \ * name of tank * \ normal \ lod0 - way to replace the standard models
Chassis.primitives - Chassis
Hull.primitives - hull
Turret_ * number *. Primitives - Turret
Gun_ * number *. Primitives - gunsAudio:
Sounds too many to print, but you do not need to understand all of the titles, they have a lot in common.
All sounds are opened and edited using the software package FMOD Sound System , the program is free. All of the sounds in the game are stored in FMOD banks. Each bank consists of several files, . FEV - is responsible for playing sounds at the right time, as well as effects. . BSP - the file that stores all the sounds of the bank. For example: ambient_% NAME%. BSP - the sounds of the environment, instead of the % NAME% can be: hangar - a hangar, birds - birds (woodpecker on robin, lol), Water - water, etc.
ambient_% NAME% - environment sounds, the music in the hangar, the fan noise, birds, waterfalls, wind, frogs.
gui_% NAME% - sound interface (clicks, clicks, notifications, notification sound glare on the map, intuitive operation, etc.)
gun_% NAME% - the sounds of shooting and reloading guns
hit_% NAME% - the sounds of hits in the tanks and to encircle
ingame_voice.fev - sounds alerts tanker ("Contact", etc. Also, this file is used in fashion bell crit)
music_% NAME% - Music
objects_% NAME% - the sounds of fighting and interacting with objects (breaks, etc.)
shot_% NAME% - the sound of gunfire in the distance
tanks_% NAME% - the sounds of falling tanks
weapons_% NAME% - the sound of gunfire different guns, as well as the sounds of flying by shells.
weapons_tracer_% NAME% - sounds tracers
% NAME% _threads - sound drive along the ground for each tank
vehicles_% NAME% - the sounds of engines