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	<updated>2026-11-15T10:16:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modular_Tables&amp;diff=23544</id>
		<title>Modular Tables</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modular_Tables&amp;diff=23544"/>
		<updated>2009-06-20T07:34:31Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: 3.6.9. loading order bug is already solved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Modular tables are SCP addition to the standard FreeSpace table system. Each tabular table (.tbm extension) adds or modify data from its related base table (.tbl extension). So there&#039;s no more need to edit the &#039;parent&#039; table.&lt;br /&gt;
&lt;br /&gt;
The base table each modular table modifies depends on the ending three letters of its name. See [[Modular Tables#Supported Modular Tables|the list of supported modular tables]] below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Important Notes. Loading Order==&lt;br /&gt;
* Modular table files should use the &#039;parent table&#039; sections. They should also keep their entry order.&lt;br /&gt;
* Completely new entries and also complete rewrites of entries in parent table file are always possible.&lt;br /&gt;
* &#039;&#039;&#039;Loading order:&#039;&#039;&#039;&lt;br /&gt;
** The base table (.tbl) is loaded first despite its location priority, (see [[Command-Line_Reference#-mod|-mod flag help]] for more info about priority places). Of course, if there are several versions of the same base table in several vps or /data/tables folders, only the highest priority one will be loaded.&lt;br /&gt;
** Then, ALL its related tbms are loaded, even if they are in a lower priority place than the base tbl table. I.e, &#039;&#039;&#039;tbms are always applied&#039;&#039;&#039;. If there are several versions of the same file you can imagine what happens.&lt;br /&gt;
** When they are loaded, tbms start being applied in reverse priority order; ie, tbms are applied from the lowest priority place to the highest priority place.&lt;br /&gt;
** The former rule makes that, if there are conflictive entries in several tables, &#039;&#039;&#039;the highest priority ones will override the rest&#039;&#039;&#039; because they will be the last applied changes.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&amp;lt;/font&amp;gt; Because of an already solved bug, &#039;&#039;&#039;fs_open versions till 3.6.9. (included)&#039;&#039;&#039; apply tbms in direct priority order, from the highest priority to the lowest one. In this way, &#039;&#039;&#039;the lowest priority entries override the rest&#039;&#039;&#039;. As example, this issue makes impossible overriding mediavps tbm settings from any tbm inside a main mod which uses this art enhancement as a secondary mod. The only way you have is overriding the whole table as explained below.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;WARNING: Never use conflictive tbms inside the same priority location&#039;&#039;&#039;, (vp or /data/tables folder). For example, do not put aaa-shp.tbm and bbb-shp.tbm inside the same vp if they have conflictive entries. Due technical design there is no easy way to know their loading order. For the final user, finally applied entries will seem randomly selected. Alphabetical sorting is not applied here. Only vps are alphabetically ordered when loaded; individual files, (like tbms), aren&#039;t, it doesn&#039;t matter if they are obtained either from hard disk folders or from inside a vp archive.&amp;lt;br&amp;gt;Nevertheless, this is a pretty strange mod design: why should you put conflictive versions of any class of modular table in the same location?, just edit and merge them deleting undesired entries. But this warning can be also understood in the following way:&amp;lt;Br&amp;gt;Be careful &#039;&#039;&#039;if you split one tbm in several ones&#039;&#039;&#039; due to any reason, (tracking changes, management of different groups of parameters or whatever), &#039;&#039;&#039;always check that they all are fully complementary with no conflictive entries&#039;&#039;&#039;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
** Derived from priority and tbm handling, the only two ways to override the settings of AnExistingTable-xxx.tbm are:&lt;br /&gt;
*** Adding another AnExistingTable-xxx.tbm in a higher priority place so it gets loaded instead of the original version.&lt;br /&gt;
*** Overriding every single AnExistingTable-xxx.tbm entry, using one or several other -xxx.tbm tables located in higher priority places.&lt;br /&gt;
&lt;br /&gt;
==eXtendable Modular Tables==&lt;br /&gt;
In addition, some modular tables are XMTs (or eXtentable Modular Tables). They offer capability to add new partial entries or make partial editing to each entry. Within XMT tbms:&lt;br /&gt;
* All fields are optional. But toplevel entries, of course, because you &#039;&#039;do need&#039;&#039; to specify which item you want to modify ;-) .&lt;br /&gt;
* Toplevel entries can replace part of other existing toplevel entries. Only changed parameters should be specified.&lt;br /&gt;
* Addition of the &#039;&#039;&#039;+nocreate&#039;&#039;&#039; parameter. This parameter should be entered right after entry name and prevents possible creation of partially undefined entry. For example, if the parent table file lacked the entry that was included to the as a partial entry to the modular table file then the creation of partially undefined entry is possible which could cause problems with the game.&lt;br /&gt;
**Example:&lt;br /&gt;
&lt;br /&gt;
   $Name:              @Subach HL-7&lt;br /&gt;
      +nocreate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supported Modular Tables==&lt;br /&gt;
The list of supported tbms is:&lt;br /&gt;
&lt;br /&gt;
*[[ai_profiles.tbl]] can be extended with &#039;&#039;&#039;xxx-aip.tbm&#039;&#039;&#039; (XMT)&lt;br /&gt;
*[[armor.tbl]] can be extended with &#039;&#039;&#039;xxx-amr.tbm&#039;&#039;&#039; (non-XMT)&lt;br /&gt;
*[[hud_gauges.tbl]] can be extended with &#039;&#039;&#039;xxx-hdg.tbm&#039;&#039;&#039; (non-XMT)&lt;br /&gt;
*[[mflash.tbl]] can be extended with &#039;&#039;&#039;xxx-mfl.tbm&#039;&#039;&#039; (non-XMT)&lt;br /&gt;
*[[music.tbl]] can be extended with &#039;&#039;&#039;xxx-mus.tbm&#039;&#039;&#039; (non-XMT)&lt;br /&gt;
*[[objecttypes.tbl]] can be extended with &#039;&#039;&#039;xxx-obt.tbm&#039;&#039;&#039; (XMT)&lt;br /&gt;
*[[scripting.tbl]] can be extended with &#039;&#039;&#039;xxx-sct.tbm&#039;&#039;&#039;&lt;br /&gt;
*[[ships.tbl]] can be extended with &#039;&#039;&#039;xxx-shp.tbm&#039;&#039;&#039; (XMT)&lt;br /&gt;
*[[species_defs.tbl]] can be extended with &#039;&#039;&#039;xxx-sdf.tbm&#039;&#039;&#039; (XMT)&lt;br /&gt;
*[[stars.tbl]] can be extended with &#039;&#039;&#039;xxx-str.tbm&#039;&#039;&#039; (non-XMT)&lt;br /&gt;
*[[strings.tbl]] can be extended with &#039;&#039;&#039;xxx-lcl.tbm&#039;&#039;&#039; (???)&lt;br /&gt;
*[[weapons.tbl]] can be extended with &#039;&#039;&#039;xxx-wep.tbm&#039;&#039;&#039; (XMT)&lt;br /&gt;
*[[weapon_expl.tbl]] can be extended with &#039;&#039;&#039;xxx-wxp.tbm&#039;&#039;&#039; (non-XMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other special modular tables are:&lt;br /&gt;
&lt;br /&gt;
*[[fireball.tbl]] can be &#039;&#039;&#039;&#039;&#039;edited&#039;&#039;&#039;&#039;&#039; with &#039;&#039;&#039;xxx-fbl.tbm&#039;&#039;&#039; file ([[fireball.tbl#Modular Fireball Table|special]])&lt;br /&gt;
&lt;br /&gt;
==Sample - Alpha-wep.tbm==&lt;br /&gt;
*Changes the speed of the &#039;&#039;Subach HL-7&#039;&#039; and also adds a faint grey trail to it.&lt;br /&gt;
*To create it make a text file using a text editor and save the file as &#039;&#039;&#039;&#039;&#039;Alpha-wep.tbm&#039;&#039;&#039;&#039;&#039; with the following contents to the proper folder (.../data/tables).&lt;br /&gt;
&lt;br /&gt;
   #Primary Weapons&lt;br /&gt;
   $Name:              @Subach HL-7&lt;br /&gt;
      +nocreate&lt;br /&gt;
   $Velocity:         650.0	&lt;br /&gt;
   $Trail:&lt;br /&gt;
      +Start Width:      0.4&lt;br /&gt;
      +End Width:        0.0&lt;br /&gt;
      +Start Alpha:      0.35&lt;br /&gt;
      +End Alpha:        0.0&lt;br /&gt;
      +Max Life:         0.2&lt;br /&gt;
      +Bitmap:           Contrail&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=21472</id>
		<title>FS2 Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=21472"/>
		<updated>2009-03-26T17:27:28Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
::&amp;lt;font color=red&amp;gt;Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.&lt;br /&gt;
&lt;br /&gt;
Like all your applications you&#039;ll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder &#039;&#039;&#039;/freespace2&#039;&#039;&#039;, although it can have any other name (&#039;&#039;/fs2&#039;&#039;, &#039;&#039;/fspace2&#039;&#039;, or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):&lt;br /&gt;
#Unpacked, ie. individual files, inside &#039;&#039;&#039;data&#039;&#039;&#039; folder within FreeSpace 2 installation folder, ie. in &#039;&#039;&#039;/freespace2/data&#039;&#039;&#039;. (&#039;&#039;&#039;data&#039;&#039;&#039; name is compulsory).&amp;lt;br&amp;gt;Inside &#039;&#039;&#039;data&#039;&#039;&#039; folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of &#039;&#039;&#039;data&#039;&#039;&#039; subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:&lt;br /&gt;
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.&lt;br /&gt;
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.&lt;br /&gt;
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.&lt;br /&gt;
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).&lt;br /&gt;
#*[[FS2_Data_Structure#music|music]] contains all the music files.&lt;br /&gt;
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.&lt;br /&gt;
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.&lt;br /&gt;
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.&lt;br /&gt;
#Packed in vp archives. This kind of archives just contain individual files in a similar way as &amp;quot;normal&amp;quot; archives like rar or zip do. They are placed in &#039;&#039;&#039;/freespace2&#039;&#039;&#039; folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon&#039;s Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You&#039;ve got two versions of it in [http://www.descent-network.com/descman Descent Network download page]&amp;lt;br&amp;gt;vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):&lt;br /&gt;
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].&amp;lt;br&amp;gt;&amp;lt;font color=red&amp;gt;(Number of files and checksum as reported in fs2_open.log when running a fs2_open &#039;&#039;debug&#039;&#039; build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless &#039;&#039;vssver.scc&#039;&#039; in tables, images and squads).&amp;lt;/font&amp;gt;&lt;br /&gt;
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].&lt;br /&gt;
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.&lt;br /&gt;
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).&lt;br /&gt;
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.&lt;br /&gt;
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.&lt;br /&gt;
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;One of the most important SCP fs2_open additions:&#039;&#039;&#039; Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important consequence of having several available locations for game data, is that several versions of each file can exist. &#039;&#039;&#039;There&#039;s a priority order between different locations&#039;&#039;&#039; as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, &#039;&#039;&#039;only the highest priority version of each file will be used&#039;&#039;&#039;. This feature allows the user to quickly replace existing &#039;&#039;mission.fs2&#039;&#039; or &#039;&#039;ShipModel.pof&#039;&#039; by new or improved versions, placing them in a higher priority place. There&#039;s no need to remove obsolete files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the &#039;&#039;highest&#039;&#039; priority /data folder structure.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==data subfolders==&lt;br /&gt;
&lt;br /&gt;
===cache===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to &#039;&#039;&amp;quot;compile&amp;quot;&#039;&#039; them in order to use them. So each original &#039;&#039;AnyShip.pof&#039;&#039; generates one compiled and ready to use &#039;&#039;AnyShip.ibx&#039;&#039; file &amp;lt;font color=red&amp;gt;(and also one &#039;&#039;AnyShip.tsb&#039;&#039; in SCP fs2_open)&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &lt;br /&gt;
**Retail: [[%2A.IBX]] model cache files.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.CLR]] and [[%2A.TMP]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**The content of this folder can be autogenerated by FS2.&lt;br /&gt;
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.&lt;br /&gt;
**FS2 detects model upgrades so it rebuilds cache files if they don&#039;t match. BUT sometimes corrupted  cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===cbanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Command and mission briefing animations. (They are assigned to missions through FRED2 editor).&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===config===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.CFG]] files&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===demos===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is probably where recordable demos would have been saved.  If you look in the source code, there are functions in place to record events and play the recordings back at a later time.  This code is does not (and in all likelyhood will never) work.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.FSD]] (FreeSpace Demo) files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Bitmaps and animations for every game effect:&lt;br /&gt;
**All the explosions and weapon effects.&lt;br /&gt;
**Damage smoke animation.&lt;br /&gt;
**Particle animations.&lt;br /&gt;
**Thruster glows and &amp;lt;font color=red&amp;gt;afterburner trails&amp;lt;/font&amp;gt;.&lt;br /&gt;
**All the background images, sun bitmaps, &amp;lt;font color=red&amp;gt;sun glares&amp;lt;/font&amp;gt; and space motion debris (see [[Stars.tbl]] table).&lt;br /&gt;
**Warp-in / warp-out animations.&lt;br /&gt;
**Anything more you can think of in this category. If you have a texture which you know it doesn&#039;t belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NEB]] files ?????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others  is hardcoded, (example particlesmoke01).&lt;br /&gt;
**Not all the effects support animations. Example background bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===fonts===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.VF]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===force feedback===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===freddocs===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is where the help files for FRED are stored.  Since the help files are viewed in a web browser, they were not able to be stored in the VP files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; *.html, *.gif, *.jpg, *.png.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===hud===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] and [[%2A.ANI]].&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Most of this folder contents have a hardcoded name.&lt;br /&gt;
**Most of this folder contents are &amp;quot;false&amp;quot; animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===intelanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Intelligence animations used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Intelligence&#039;&#039; section. They are used through [[Species.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===interface===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
**All the game screens and optional mission loading screens.&lt;br /&gt;
**All the button, mouse and icon bitmaps.&lt;br /&gt;
**Map ship icons in &#039;&#039;Briefing&#039;&#039; screen.&lt;br /&gt;
**Ship and weapon animations in &#039;&#039;Ship selection&#039;&#039; and &#039;&#039;Weapon loadout&#039;&#039; screens. These weapon animations are also used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Weapons&#039;&#039; section.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the &#039;&#039;Weapon loadout&#039;&#039; screen. There&#039;s no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;&amp;lt;font color=cyan&amp;gt;As an exception, fs2_open doesn&#039;t require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===maps===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to &amp;quot;paint&amp;quot; their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don&#039;t have embedded textures. All their used textures are read from this folder.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===missions===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the mission and campaign files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NTL]] and [[%2A.SSV]] files ????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In &#039;&#039;Mission Simulator&#039;&#039; screen, &#039;&#039;Single Missions&#039;&#039; are just available [[%2A.FS2]] mission files which are not pointed by any of the available  [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===models===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, &amp;lt;font color=red&amp;gt;3D shockwaves, 3D warp-in/warp-out effects and background star-holding model&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.POF]] model files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;movies&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game cutscenes.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.MSB]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.&lt;br /&gt;
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.&lt;br /&gt;
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.&lt;br /&gt;
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called &#039;&#039;&#039;Intro&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===multidata===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.PCX]] and [[%2A.FS2]] files. ???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===music===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Music files used through [[Music.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===players===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All game player data. &lt;br /&gt;
**It has 4 subfolders, each one has a deeper explanation below:&lt;br /&gt;
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots&lt;br /&gt;
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots&lt;br /&gt;
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
**The main &#039;&#039;&#039;players&#039;&#039;&#039; folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in &#039;&#039;Options&#039;&#039; screen &amp;gt; &#039;&#039;HUD Config&#039;&#039; screen. From this screen they can be also applied to player&#039;s HUD settings.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.HCF]] HUD configuration files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players&#039;&#039;&#039; main folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, [[%2A.HCF]] files can be generated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====images====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen, ie. the player&#039;s photograph.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
====multi====&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of multiplayer pilots.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PLR]] files. &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/multi&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, multi player data is generated and updated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====single====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of single player pilots.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Each pilot consists of several files:&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;One [[%2A.PL2]] file, (let&#039;s call it &#039;&#039;MyPilot.pl2&#039;&#039;), which contains main pilot data.&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form &#039;&#039;MyPilot.Campaign name.cs2&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/single&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, single player data is generated and updated by the game itself.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====squads====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable squadron insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia &#039;&#039;&#039;MUST&#039;&#039;&#039; be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;scripts&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.LUA]] and [[%2A.LC]] files. ???????&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===sounds===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.&lt;br /&gt;
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. &amp;lt;font color=cyan&amp;gt;But using them is not needed, all the sounds can go in the main folder.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In game sounds are used through [[Sounds.tbl]] table.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8b22k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
====16b11k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===tables===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Data tables which set the whole game behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.TBL]] tables.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Tables are just the most important thing for modders to know.&lt;br /&gt;
**There is a lot of useful info about them in [[Tables]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===text===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.TXT]] and [[%2A.NET]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===voice===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.&lt;br /&gt;
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.&lt;br /&gt;
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.&lt;br /&gt;
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.&lt;br /&gt;
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.&lt;br /&gt;
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.&lt;br /&gt;
**A &amp;quot;training&amp;quot; category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; All the speech kinds support these formats:&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====briefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====command_briefings====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; General command briefing speeches you can see before some missions. As example, the  first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.&lt;br /&gt;
&lt;br /&gt;
====debriefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====personas====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Random speech generated by flying ships or your command, for example to warn the player about &amp;quot;Bandit on your tail&amp;quot; or to praise him with &amp;quot;Good shoot!!&amp;quot; . This feature is used through [[Messages.tbl]] table.&lt;br /&gt;
&lt;br /&gt;
====special====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly &#039;&#039;send-message-list&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====training====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Identical to &#039;&#039;&#039;special&#039;&#039;&#039;, but used by Volition for training messages.&lt;br /&gt;
&lt;br /&gt;
==Loading order==&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.&lt;br /&gt;
&lt;br /&gt;
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. &#039;&#039;&#039;But always try to put every file in its right place&#039;&#039;&#039;. (You may see strange locations for some files, please don&#039;t use them).&lt;br /&gt;
&lt;br /&gt;
 /   (mve, avi, mpg, ogg)&lt;br /&gt;
 /data  (cfg, log, txt)&lt;br /&gt;
 /data/maps   (pcx, ani, eff, tga, jpg, dds)&lt;br /&gt;
 /data/text   (txt, net)&lt;br /&gt;
 /data/missions   (fs2, fc2, ntl, ssv)&lt;br /&gt;
 /data/models  (pof)&lt;br /&gt;
 /data/tables  (tbl, tbm)&lt;br /&gt;
 /data/sounds  (wav, ogg)&lt;br /&gt;
 /data/sounds/8b22k  (wav, ogg)&lt;br /&gt;
 /data/sounds/16b11k   (wav, ogg)&lt;br /&gt;
 /data/voice  ()&lt;br /&gt;
 /data/voice/briefing  (wav, ogg)&lt;br /&gt;
 /data/voice/command_briefings  (wav, ogg)&lt;br /&gt;
 /data/voice/debriefing  (wav, ogg)&lt;br /&gt;
 /data/voice/personas  (wav, ogg)&lt;br /&gt;
 /data/voice/special  (wav, ogg)&lt;br /&gt;
 /data/voice/training  (wav, ogg)&lt;br /&gt;
 /data/music  (wav, ogg)&lt;br /&gt;
 /data/movies  (mve, msb, avi, mpg, ogg)&lt;br /&gt;
 /data/interface  (pcx, ani, tga, dds)&lt;br /&gt;
 /data/fonts  (vf)&lt;br /&gt;
 /data/effects  (ani, eff, pcx, neb, tga, jpg, dds)&lt;br /&gt;
 /data/hud  (ani, pcx, tga, dds)&lt;br /&gt;
 /data/players  ()&lt;br /&gt;
 /data/players/images (pcx)&lt;br /&gt;
 /data/cache  (clr, tmp, ibx)&lt;br /&gt;
 /data/players  (hcf)&lt;br /&gt;
 /data/players/single  (pl2, cs2, plr, csg, css)&lt;br /&gt;
 /data/players/multi  (plr)&lt;br /&gt;
 /data/multidata  (pcx, fs2)&lt;br /&gt;
 /data/config  (cfg)&lt;br /&gt;
 /data/players/squads  (pcx)&lt;br /&gt;
 /data/demos  (fsd)&lt;br /&gt;
 /data/cbanims  (ani)&lt;br /&gt;
 /data/intelanims  (ani)&lt;br /&gt;
 /data/scripts  (lua, lc)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=21471</id>
		<title>FS2 Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=21471"/>
		<updated>2009-03-26T17:24:55Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: fs2 reported n# of files is NOT the real number of files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
::&amp;lt;font color=red&amp;gt;Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.&lt;br /&gt;
&lt;br /&gt;
Like all your applications you&#039;ll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder &#039;&#039;&#039;/freespace2&#039;&#039;&#039;, although it can have any other name (&#039;&#039;/fs2&#039;&#039;, &#039;&#039;/fspace2&#039;&#039;, or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):&lt;br /&gt;
#Unpacked, ie. individual files, inside &#039;&#039;&#039;data&#039;&#039;&#039; folder within FreeSpace 2 installation folder, ie. in &#039;&#039;&#039;/freespace2/data&#039;&#039;&#039;. (&#039;&#039;&#039;data&#039;&#039;&#039; name is compulsory).&amp;lt;br&amp;gt;Inside &#039;&#039;&#039;data&#039;&#039;&#039; folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of &#039;&#039;&#039;data&#039;&#039;&#039; subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:&lt;br /&gt;
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.&lt;br /&gt;
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.&lt;br /&gt;
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.&lt;br /&gt;
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).&lt;br /&gt;
#*[[FS2_Data_Structure#music|music]] contains all the music files.&lt;br /&gt;
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.&lt;br /&gt;
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.&lt;br /&gt;
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.&lt;br /&gt;
#Packed in vp archives. This kind of archives just contain individual files in a similar way as &amp;quot;normal&amp;quot; archives like rar or zip do. They are placed in &#039;&#039;&#039;/freespace2&#039;&#039;&#039; folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon&#039;s Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You&#039;ve got two versions of it in [http://www.descent-network.com/descman Descent Network download page]&amp;lt;br&amp;gt;vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):&lt;br /&gt;
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].&amp;lt;br&amp;gt;&amp;lt;font color=red&amp;gt;(Number of files and checksum as reported in fs2_open.log when running a fs2_open &#039;&#039;debug&#039;&#039; build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with useless &#039;&#039;pxohelp.txt&#039;&#039; and three &#039;&#039;vssver.scc&#039;&#039; ).&amp;lt;/font&amp;gt;&lt;br /&gt;
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].&lt;br /&gt;
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.&lt;br /&gt;
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).&lt;br /&gt;
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.&lt;br /&gt;
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.&lt;br /&gt;
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;One of the most important SCP fs2_open additions:&#039;&#039;&#039; Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important consequence of having several available locations for game data, is that several versions of each file can exist. &#039;&#039;&#039;There&#039;s a priority order between different locations&#039;&#039;&#039; as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, &#039;&#039;&#039;only the highest priority version of each file will be used&#039;&#039;&#039;. This feature allows the user to quickly replace existing &#039;&#039;mission.fs2&#039;&#039; or &#039;&#039;ShipModel.pof&#039;&#039; by new or improved versions, placing them in a higher priority place. There&#039;s no need to remove obsolete files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the &#039;&#039;highest&#039;&#039; priority /data folder structure.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==data subfolders==&lt;br /&gt;
&lt;br /&gt;
===cache===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to &#039;&#039;&amp;quot;compile&amp;quot;&#039;&#039; them in order to use them. So each original &#039;&#039;AnyShip.pof&#039;&#039; generates one compiled and ready to use &#039;&#039;AnyShip.ibx&#039;&#039; file &amp;lt;font color=red&amp;gt;(and also one &#039;&#039;AnyShip.tsb&#039;&#039; in SCP fs2_open)&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &lt;br /&gt;
**Retail: [[%2A.IBX]] model cache files.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.CLR]] and [[%2A.TMP]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**The content of this folder can be autogenerated by FS2.&lt;br /&gt;
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.&lt;br /&gt;
**FS2 detects model upgrades so it rebuilds cache files if they don&#039;t match. BUT sometimes corrupted  cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===cbanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Command and mission briefing animations. (They are assigned to missions through FRED2 editor).&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===config===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.CFG]] files&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===demos===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is probably where recordable demos would have been saved.  If you look in the source code, there are functions in place to record events and play the recordings back at a later time.  This code is does not (and in all likelyhood will never) work.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.FSD]] (FreeSpace Demo) files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Bitmaps and animations for every game effect:&lt;br /&gt;
**All the explosions and weapon effects.&lt;br /&gt;
**Damage smoke animation.&lt;br /&gt;
**Particle animations.&lt;br /&gt;
**Thruster glows and &amp;lt;font color=red&amp;gt;afterburner trails&amp;lt;/font&amp;gt;.&lt;br /&gt;
**All the background images, sun bitmaps, &amp;lt;font color=red&amp;gt;sun glares&amp;lt;/font&amp;gt; and space motion debris (see [[Stars.tbl]] table).&lt;br /&gt;
**Warp-in / warp-out animations.&lt;br /&gt;
**Anything more you can think of in this category. If you have a texture which you know it doesn&#039;t belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NEB]] files ?????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others  is hardcoded, (example particlesmoke01).&lt;br /&gt;
**Not all the effects support animations. Example background bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===fonts===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.VF]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===force feedback===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===freddocs===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is where the help files for FRED are stored.  Since the help files are viewed in a web browser, they were not able to be stored in the VP files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; *.html, *.gif, *.jpg, *.png.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===hud===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] and [[%2A.ANI]].&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Most of this folder contents have a hardcoded name.&lt;br /&gt;
**Most of this folder contents are &amp;quot;false&amp;quot; animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===intelanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Intelligence animations used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Intelligence&#039;&#039; section. They are used through [[Species.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===interface===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
**All the game screens and optional mission loading screens.&lt;br /&gt;
**All the button, mouse and icon bitmaps.&lt;br /&gt;
**Map ship icons in &#039;&#039;Briefing&#039;&#039; screen.&lt;br /&gt;
**Ship and weapon animations in &#039;&#039;Ship selection&#039;&#039; and &#039;&#039;Weapon loadout&#039;&#039; screens. These weapon animations are also used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Weapons&#039;&#039; section.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the &#039;&#039;Weapon loadout&#039;&#039; screen. There&#039;s no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;&amp;lt;font color=cyan&amp;gt;As an exception, fs2_open doesn&#039;t require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===maps===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to &amp;quot;paint&amp;quot; their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don&#039;t have embedded textures. All their used textures are read from this folder.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===missions===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the mission and campaign files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NTL]] and [[%2A.SSV]] files ????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In &#039;&#039;Mission Simulator&#039;&#039; screen, &#039;&#039;Single Missions&#039;&#039; are just available [[%2A.FS2]] mission files which are not pointed by any of the available  [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===models===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, &amp;lt;font color=red&amp;gt;3D shockwaves, 3D warp-in/warp-out effects and background star-holding model&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.POF]] model files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;movies&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game cutscenes.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.MSB]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.&lt;br /&gt;
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.&lt;br /&gt;
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.&lt;br /&gt;
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called &#039;&#039;&#039;Intro&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===multidata===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.PCX]] and [[%2A.FS2]] files. ???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===music===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Music files used through [[Music.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===players===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All game player data. &lt;br /&gt;
**It has 4 subfolders, each one has a deeper explanation below:&lt;br /&gt;
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots&lt;br /&gt;
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots&lt;br /&gt;
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
**The main &#039;&#039;&#039;players&#039;&#039;&#039; folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in &#039;&#039;Options&#039;&#039; screen &amp;gt; &#039;&#039;HUD Config&#039;&#039; screen. From this screen they can be also applied to player&#039;s HUD settings.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.HCF]] HUD configuration files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players&#039;&#039;&#039; main folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, [[%2A.HCF]] files can be generated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====images====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen, ie. the player&#039;s photograph.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
====multi====&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of multiplayer pilots.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PLR]] files. &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/multi&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, multi player data is generated and updated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====single====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of single player pilots.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Each pilot consists of several files:&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;One [[%2A.PL2]] file, (let&#039;s call it &#039;&#039;MyPilot.pl2&#039;&#039;), which contains main pilot data.&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form &#039;&#039;MyPilot.Campaign name.cs2&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/single&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, single player data is generated and updated by the game itself.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====squads====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable squadron insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia &#039;&#039;&#039;MUST&#039;&#039;&#039; be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;scripts&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.LUA]] and [[%2A.LC]] files. ???????&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===sounds===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.&lt;br /&gt;
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. &amp;lt;font color=cyan&amp;gt;But using them is not needed, all the sounds can go in the main folder.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In game sounds are used through [[Sounds.tbl]] table.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8b22k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
====16b11k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===tables===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Data tables which set the whole game behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.TBL]] tables.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Tables are just the most important thing for modders to know.&lt;br /&gt;
**There is a lot of useful info about them in [[Tables]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===text===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.TXT]] and [[%2A.NET]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===voice===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.&lt;br /&gt;
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.&lt;br /&gt;
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.&lt;br /&gt;
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.&lt;br /&gt;
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.&lt;br /&gt;
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.&lt;br /&gt;
**A &amp;quot;training&amp;quot; category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; All the speech kinds support these formats:&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====briefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====command_briefings====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; General command briefing speeches you can see before some missions. As example, the  first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.&lt;br /&gt;
&lt;br /&gt;
====debriefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====personas====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Random speech generated by flying ships or your command, for example to warn the player about &amp;quot;Bandit on your tail&amp;quot; or to praise him with &amp;quot;Good shoot!!&amp;quot; . This feature is used through [[Messages.tbl]] table.&lt;br /&gt;
&lt;br /&gt;
====special====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly &#039;&#039;send-message-list&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====training====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Identical to &#039;&#039;&#039;special&#039;&#039;&#039;, but used by Volition for training messages.&lt;br /&gt;
&lt;br /&gt;
==Loading order==&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.&lt;br /&gt;
&lt;br /&gt;
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. &#039;&#039;&#039;But always try to put every file in its right place&#039;&#039;&#039;. (You may see strange locations for some files, please don&#039;t use them).&lt;br /&gt;
&lt;br /&gt;
 /   (mve, avi, mpg, ogg)&lt;br /&gt;
 /data  (cfg, log, txt)&lt;br /&gt;
 /data/maps   (pcx, ani, eff, tga, jpg, dds)&lt;br /&gt;
 /data/text   (txt, net)&lt;br /&gt;
 /data/missions   (fs2, fc2, ntl, ssv)&lt;br /&gt;
 /data/models  (pof)&lt;br /&gt;
 /data/tables  (tbl, tbm)&lt;br /&gt;
 /data/sounds  (wav, ogg)&lt;br /&gt;
 /data/sounds/8b22k  (wav, ogg)&lt;br /&gt;
 /data/sounds/16b11k   (wav, ogg)&lt;br /&gt;
 /data/voice  ()&lt;br /&gt;
 /data/voice/briefing  (wav, ogg)&lt;br /&gt;
 /data/voice/command_briefings  (wav, ogg)&lt;br /&gt;
 /data/voice/debriefing  (wav, ogg)&lt;br /&gt;
 /data/voice/personas  (wav, ogg)&lt;br /&gt;
 /data/voice/special  (wav, ogg)&lt;br /&gt;
 /data/voice/training  (wav, ogg)&lt;br /&gt;
 /data/music  (wav, ogg)&lt;br /&gt;
 /data/movies  (mve, msb, avi, mpg, ogg)&lt;br /&gt;
 /data/interface  (pcx, ani, tga, dds)&lt;br /&gt;
 /data/fonts  (vf)&lt;br /&gt;
 /data/effects  (ani, eff, pcx, neb, tga, jpg, dds)&lt;br /&gt;
 /data/hud  (ani, pcx, tga, dds)&lt;br /&gt;
 /data/players  ()&lt;br /&gt;
 /data/players/images (pcx)&lt;br /&gt;
 /data/cache  (clr, tmp, ibx)&lt;br /&gt;
 /data/players  (hcf)&lt;br /&gt;
 /data/players/single  (pl2, cs2, plr, csg, css)&lt;br /&gt;
 /data/players/multi  (plr)&lt;br /&gt;
 /data/multidata  (pcx, fs2)&lt;br /&gt;
 /data/config  (cfg)&lt;br /&gt;
 /data/players/squads  (pcx)&lt;br /&gt;
 /data/demos  (fsd)&lt;br /&gt;
 /data/cbanims  (ani)&lt;br /&gt;
 /data/intelanims  (ani)&lt;br /&gt;
 /data/scripts  (lua, lc)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=21470</id>
		<title>FS2 Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=21470"/>
		<updated>2009-03-26T17:15:55Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: KB, files and checksum of retail vps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
::&amp;lt;font color=red&amp;gt;Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.&lt;br /&gt;
&lt;br /&gt;
Like all your applications you&#039;ll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder &#039;&#039;&#039;/freespace2&#039;&#039;&#039;, although it can have any other name (&#039;&#039;/fs2&#039;&#039;, &#039;&#039;/fspace2&#039;&#039;, or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):&lt;br /&gt;
#Unpacked, ie. individual files, inside &#039;&#039;&#039;data&#039;&#039;&#039; folder within FreeSpace 2 installation folder, ie. in &#039;&#039;&#039;/freespace2/data&#039;&#039;&#039;. (&#039;&#039;&#039;data&#039;&#039;&#039; name is compulsory).&amp;lt;br&amp;gt;Inside &#039;&#039;&#039;data&#039;&#039;&#039; folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of &#039;&#039;&#039;data&#039;&#039;&#039; subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:&lt;br /&gt;
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.&lt;br /&gt;
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.&lt;br /&gt;
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.&lt;br /&gt;
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).&lt;br /&gt;
#*[[FS2_Data_Structure#music|music]] contains all the music files.&lt;br /&gt;
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.&lt;br /&gt;
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.&lt;br /&gt;
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.&lt;br /&gt;
#Packed in vp archives. This kind of archives just contain individual files in a similar way as &amp;quot;normal&amp;quot; archives like rar or zip do. They are placed in &#039;&#039;&#039;/freespace2&#039;&#039;&#039; folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon&#039;s Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You&#039;ve got two versions of it in [http://www.descent-network.com/descman Descent Network download page]&amp;lt;br&amp;gt;vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):&lt;br /&gt;
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].&amp;lt;br&amp;gt;&amp;lt;font color=red&amp;gt;(Number of files and checksum as reported in fs2_open.log when running a fs2_open &#039;&#039;debug&#039;&#039; build).&amp;lt;/font&amp;gt;&lt;br /&gt;
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].&lt;br /&gt;
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.&lt;br /&gt;
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).&lt;br /&gt;
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.&lt;br /&gt;
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.&lt;br /&gt;
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;One of the most important SCP fs2_open additions:&#039;&#039;&#039; Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important consequence of having several available locations for game data, is that several versions of each file can exist. &#039;&#039;&#039;There&#039;s a priority order between different locations&#039;&#039;&#039; as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, &#039;&#039;&#039;only the highest priority version of each file will be used&#039;&#039;&#039;. This feature allows the user to quickly replace existing &#039;&#039;mission.fs2&#039;&#039; or &#039;&#039;ShipModel.pof&#039;&#039; by new or improved versions, placing them in a higher priority place. There&#039;s no need to remove obsolete files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the &#039;&#039;highest&#039;&#039; priority /data folder structure.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==data subfolders==&lt;br /&gt;
&lt;br /&gt;
===cache===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to &#039;&#039;&amp;quot;compile&amp;quot;&#039;&#039; them in order to use them. So each original &#039;&#039;AnyShip.pof&#039;&#039; generates one compiled and ready to use &#039;&#039;AnyShip.ibx&#039;&#039; file &amp;lt;font color=red&amp;gt;(and also one &#039;&#039;AnyShip.tsb&#039;&#039; in SCP fs2_open)&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &lt;br /&gt;
**Retail: [[%2A.IBX]] model cache files.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.CLR]] and [[%2A.TMP]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**The content of this folder can be autogenerated by FS2.&lt;br /&gt;
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.&lt;br /&gt;
**FS2 detects model upgrades so it rebuilds cache files if they don&#039;t match. BUT sometimes corrupted  cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===cbanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Command and mission briefing animations. (They are assigned to missions through FRED2 editor).&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===config===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.CFG]] files&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===demos===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is probably where recordable demos would have been saved.  If you look in the source code, there are functions in place to record events and play the recordings back at a later time.  This code is does not (and in all likelyhood will never) work.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.FSD]] (FreeSpace Demo) files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Bitmaps and animations for every game effect:&lt;br /&gt;
**All the explosions and weapon effects.&lt;br /&gt;
**Damage smoke animation.&lt;br /&gt;
**Particle animations.&lt;br /&gt;
**Thruster glows and &amp;lt;font color=red&amp;gt;afterburner trails&amp;lt;/font&amp;gt;.&lt;br /&gt;
**All the background images, sun bitmaps, &amp;lt;font color=red&amp;gt;sun glares&amp;lt;/font&amp;gt; and space motion debris (see [[Stars.tbl]] table).&lt;br /&gt;
**Warp-in / warp-out animations.&lt;br /&gt;
**Anything more you can think of in this category. If you have a texture which you know it doesn&#039;t belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NEB]] files ?????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others  is hardcoded, (example particlesmoke01).&lt;br /&gt;
**Not all the effects support animations. Example background bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===fonts===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.VF]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===force feedback===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===freddocs===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is where the help files for FRED are stored.  Since the help files are viewed in a web browser, they were not able to be stored in the VP files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; *.html, *.gif, *.jpg, *.png.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===hud===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] and [[%2A.ANI]].&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Most of this folder contents have a hardcoded name.&lt;br /&gt;
**Most of this folder contents are &amp;quot;false&amp;quot; animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===intelanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Intelligence animations used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Intelligence&#039;&#039; section. They are used through [[Species.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===interface===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
**All the game screens and optional mission loading screens.&lt;br /&gt;
**All the button, mouse and icon bitmaps.&lt;br /&gt;
**Map ship icons in &#039;&#039;Briefing&#039;&#039; screen.&lt;br /&gt;
**Ship and weapon animations in &#039;&#039;Ship selection&#039;&#039; and &#039;&#039;Weapon loadout&#039;&#039; screens. These weapon animations are also used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Weapons&#039;&#039; section.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the &#039;&#039;Weapon loadout&#039;&#039; screen. There&#039;s no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;&amp;lt;font color=cyan&amp;gt;As an exception, fs2_open doesn&#039;t require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===maps===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to &amp;quot;paint&amp;quot; their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don&#039;t have embedded textures. All their used textures are read from this folder.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===missions===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the mission and campaign files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NTL]] and [[%2A.SSV]] files ????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In &#039;&#039;Mission Simulator&#039;&#039; screen, &#039;&#039;Single Missions&#039;&#039; are just available [[%2A.FS2]] mission files which are not pointed by any of the available  [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===models===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, &amp;lt;font color=red&amp;gt;3D shockwaves, 3D warp-in/warp-out effects and background star-holding model&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.POF]] model files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;movies&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game cutscenes.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.MSB]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.&lt;br /&gt;
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.&lt;br /&gt;
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.&lt;br /&gt;
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called &#039;&#039;&#039;Intro&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===multidata===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.PCX]] and [[%2A.FS2]] files. ???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===music===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Music files used through [[Music.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===players===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All game player data. &lt;br /&gt;
**It has 4 subfolders, each one has a deeper explanation below:&lt;br /&gt;
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots&lt;br /&gt;
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots&lt;br /&gt;
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
**The main &#039;&#039;&#039;players&#039;&#039;&#039; folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in &#039;&#039;Options&#039;&#039; screen &amp;gt; &#039;&#039;HUD Config&#039;&#039; screen. From this screen they can be also applied to player&#039;s HUD settings.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.HCF]] HUD configuration files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players&#039;&#039;&#039; main folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, [[%2A.HCF]] files can be generated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====images====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen, ie. the player&#039;s photograph.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
====multi====&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of multiplayer pilots.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PLR]] files. &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/multi&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, multi player data is generated and updated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====single====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of single player pilots.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Each pilot consists of several files:&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;One [[%2A.PL2]] file, (let&#039;s call it &#039;&#039;MyPilot.pl2&#039;&#039;), which contains main pilot data.&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form &#039;&#039;MyPilot.Campaign name.cs2&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/single&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, single player data is generated and updated by the game itself.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====squads====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable squadron insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia &#039;&#039;&#039;MUST&#039;&#039;&#039; be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;scripts&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.LUA]] and [[%2A.LC]] files. ???????&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===sounds===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.&lt;br /&gt;
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. &amp;lt;font color=cyan&amp;gt;But using them is not needed, all the sounds can go in the main folder.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In game sounds are used through [[Sounds.tbl]] table.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8b22k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
====16b11k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===tables===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Data tables which set the whole game behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.TBL]] tables.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Tables are just the most important thing for modders to know.&lt;br /&gt;
**There is a lot of useful info about them in [[Tables]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===text===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.TXT]] and [[%2A.NET]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===voice===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.&lt;br /&gt;
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.&lt;br /&gt;
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.&lt;br /&gt;
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.&lt;br /&gt;
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.&lt;br /&gt;
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.&lt;br /&gt;
**A &amp;quot;training&amp;quot; category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; All the speech kinds support these formats:&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====briefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====command_briefings====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; General command briefing speeches you can see before some missions. As example, the  first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.&lt;br /&gt;
&lt;br /&gt;
====debriefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====personas====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Random speech generated by flying ships or your command, for example to warn the player about &amp;quot;Bandit on your tail&amp;quot; or to praise him with &amp;quot;Good shoot!!&amp;quot; . This feature is used through [[Messages.tbl]] table.&lt;br /&gt;
&lt;br /&gt;
====special====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly &#039;&#039;send-message-list&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====training====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Identical to &#039;&#039;&#039;special&#039;&#039;&#039;, but used by Volition for training messages.&lt;br /&gt;
&lt;br /&gt;
==Loading order==&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.&lt;br /&gt;
&lt;br /&gt;
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. &#039;&#039;&#039;But always try to put every file in its right place&#039;&#039;&#039;. (You may see strange locations for some files, please don&#039;t use them).&lt;br /&gt;
&lt;br /&gt;
 /   (mve, avi, mpg, ogg)&lt;br /&gt;
 /data  (cfg, log, txt)&lt;br /&gt;
 /data/maps   (pcx, ani, eff, tga, jpg, dds)&lt;br /&gt;
 /data/text   (txt, net)&lt;br /&gt;
 /data/missions   (fs2, fc2, ntl, ssv)&lt;br /&gt;
 /data/models  (pof)&lt;br /&gt;
 /data/tables  (tbl, tbm)&lt;br /&gt;
 /data/sounds  (wav, ogg)&lt;br /&gt;
 /data/sounds/8b22k  (wav, ogg)&lt;br /&gt;
 /data/sounds/16b11k   (wav, ogg)&lt;br /&gt;
 /data/voice  ()&lt;br /&gt;
 /data/voice/briefing  (wav, ogg)&lt;br /&gt;
 /data/voice/command_briefings  (wav, ogg)&lt;br /&gt;
 /data/voice/debriefing  (wav, ogg)&lt;br /&gt;
 /data/voice/personas  (wav, ogg)&lt;br /&gt;
 /data/voice/special  (wav, ogg)&lt;br /&gt;
 /data/voice/training  (wav, ogg)&lt;br /&gt;
 /data/music  (wav, ogg)&lt;br /&gt;
 /data/movies  (mve, msb, avi, mpg, ogg)&lt;br /&gt;
 /data/interface  (pcx, ani, tga, dds)&lt;br /&gt;
 /data/fonts  (vf)&lt;br /&gt;
 /data/effects  (ani, eff, pcx, neb, tga, jpg, dds)&lt;br /&gt;
 /data/hud  (ani, pcx, tga, dds)&lt;br /&gt;
 /data/players  ()&lt;br /&gt;
 /data/players/images (pcx)&lt;br /&gt;
 /data/cache  (clr, tmp, ibx)&lt;br /&gt;
 /data/players  (hcf)&lt;br /&gt;
 /data/players/single  (pl2, cs2, plr, csg, css)&lt;br /&gt;
 /data/players/multi  (plr)&lt;br /&gt;
 /data/multidata  (pcx, fs2)&lt;br /&gt;
 /data/config  (cfg)&lt;br /&gt;
 /data/players/squads  (pcx)&lt;br /&gt;
 /data/demos  (fsd)&lt;br /&gt;
 /data/cbanims  (ani)&lt;br /&gt;
 /data/intelanims  (ani)&lt;br /&gt;
 /data/scripts  (lua, lc)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21088</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21088"/>
		<updated>2009-03-14T08:13:35Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: g-f doesn&amp;#039;t exist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (66). Each one of them can be identified through its name with the next key. It also shows the order used in the name convention, so there&#039;s a &#039;&#039;lb&#039;&#039; shader but not a &#039;&#039;bl&#039;&#039; one.&lt;br /&gt;
*# &#039;&#039;&#039;Null&#039;&#039;&#039;: Just color/shading only, no lighting or textures used. As you can imagine, there&#039;s no mixed usage with any other kind of shader.&lt;br /&gt;
*# &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled.&lt;br /&gt;
*# &#039;&#039;&#039;f&#039;&#039;&#039;: indicates fog based lighting condition effects. (Not to be confused with the -f that denotes fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map.&lt;br /&gt;
*# &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps. (It only exists for fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps. (It only exists for fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps. (It only exists for fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] AND [[Command-Line_Reference#-spec|-spec flag]]. So you cannot have env mapping effect without specular bright effect. This happens because the env mapping effect is affected by the alpha channel on the specular map. This also happens in legacy fixed render pipeline mode.&lt;br /&gt;
*# The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;br /&gt;
* Vertex and framgent shaders are paired up by the needed functions in the fragment part. Therefore, there are less vertex shaders than fragment ones. The used vertex shaders are:&lt;br /&gt;
*# &#039;&#039;&#039;Null-v&#039;&#039;&#039;, which offers color/shading only.&lt;br /&gt;
*# &#039;&#039;&#039;l*-v&#039;&#039;&#039;, which offers lighting and mapping, (ie. textures), support.&lt;br /&gt;
*# &#039;&#039;&#039;*f*-v&#039;&#039;&#039;, which gives you fog support.&lt;br /&gt;
*# &#039;&#039;&#039;*n*-v&#039;&#039;&#039;, which provides access to the tangent space data needed for normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;*e-v&#039;&#039;&#039;, which adds the env translation matrix.&lt;br /&gt;
*# Special case: &#039;&#039;&#039;b-v&#039;&#039;&#039;, which offers mapping support, (ie. textures), but no lighting.&lt;br /&gt;
* Examples of vertex and fragment pairs:&lt;br /&gt;
** The only special thing that &#039;&#039;lbgs-f&#039;&#039; needs is lighting, which means it only has to be paired up with &#039;&#039;l-v&#039;&#039;.&lt;br /&gt;
** But &#039;&#039;lbgse-f&#039;&#039; needs envmap support too, so it is paired up with &#039;&#039;le-v&#039;&#039; which has access to the env translation matrix.&lt;br /&gt;
** In F3 lab, if all the textures are turned off, so there&#039;s only lighting applied over the white bare flat surfaces of the POF model, &#039;&#039;l-v&#039;&#039; and &#039;&#039;Null-f&#039;&#039; are the used shaders.&lt;br /&gt;
** In F3 lab, if all the textures AND also the lighting are turned off, &#039;&#039;Null-v&#039;&#039; and &#039;&#039;Null-f&#039;&#039; are used. Only a white silhouette of the ship is rendered.&lt;br /&gt;
** &#039;&#039;b-v&#039;&#039; and &#039;&#039;b-f&#039;&#039; / &#039;&#039;bg-f&#039;&#039;. This pair is used in HUD target box, where the game renders a textured ship, with glowmaps (&#039;&#039;bg-f&#039;&#039;) or without them (&#039;&#039;b-f&#039;&#039;), but it lacks any lighting. It is also used in F3 lab if lighting is turned off while keeping the textures on.&amp;lt;br&amp;gt;&#039;&#039;Side note: As the game doesn&#039;t use a g-f shader, in F3 lab, you cannot turn off lighting and diffuse textures while keeping glowmaps. In this situation glowmaps are also turned off.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Listing of Vertex to Fragment Sets==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Basic Shaders:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
null-v: null-f&amp;lt;br&amp;gt;&lt;br /&gt;
b-v: b-f, bg-f&amp;lt;br&amp;gt;&lt;br /&gt;
l-v: lb-f, lbg-f, lbgs-f, lbs-f, lg-f, lgs-f, ls-f, null-f&amp;lt;br&amp;gt;&lt;br /&gt;
le-v: lbgse-f, lbse-f, lgse-f, lse-f&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;NORMAL Map Shaders:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ln-v: lbgn-f, lbgsn-f, lbn-f, lbsn-f, lgn-f, lgsn-f, ln-f, lsn-f&amp;lt;br&amp;gt;&lt;br /&gt;
lne-v: lbgsne-f, lbsne-f, lgsne-f, lsne-f&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;FOG Based Shaders:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
lf-v: lfb-f, lfbg-f, lfbgs-f, lfbs-f&amp;lt;br&amp;gt;&lt;br /&gt;
lfe-v: lfbgse-f, lfbse-f&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;FOG Based NORMAL Shaders:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
lfn-v: lfbgn-f, lfbgsn-f, lfbn-f, lfbsn-f&amp;lt;br&amp;gt;&lt;br /&gt;
lfne-v: lfbgsne-f, lfbsne-f&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21071</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21071"/>
		<updated>2009-03-12T21:32:48Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: More info about Null, b and bg shaders (Thanks Taylor).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (66). Each one of them can be identified through its name with the next key. It also shows the order used in the name convention, so there&#039;s a &#039;&#039;lb&#039;&#039; shader but not a &#039;&#039;bl&#039;&#039; one.&lt;br /&gt;
*# &#039;&#039;&#039;Null&#039;&#039;&#039;: Just color/shading only, no lighting or textures used. As you can imagine, there&#039;s no mixed usage with any other kind of shader.&lt;br /&gt;
*# &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled.&lt;br /&gt;
*# &#039;&#039;&#039;f&#039;&#039;&#039;: indicates fog based lighting condition effects. (Not to be confused with the -f that denotes fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map.&lt;br /&gt;
*# &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps. (It only exists for fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps. (It only exists for fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps. (It only exists for fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] AND [[Command-Line_Reference#-spec|-spec flag]]. So you cannot have env mapping effect without specular bright effect. This happens because the env mapping effect is affected by the alpha channel on the specular map. This also happens in legacy fixed render pipeline mode.&lt;br /&gt;
*# The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;br /&gt;
* Vertex and framgent shaders are paired up by the needed functions in the fragment part. Therefore, there are less vertex shaders than fragment ones. The used vertex shaders are:&lt;br /&gt;
*# &#039;&#039;&#039;Null-v&#039;&#039;&#039;, which offers color/shading only.&lt;br /&gt;
*# &#039;&#039;&#039;l*-v&#039;&#039;&#039;, which offers lighting and mapping, (ie. textures), support.&lt;br /&gt;
*# &#039;&#039;&#039;*f*-v&#039;&#039;&#039;, which gives you fog support.&lt;br /&gt;
*# &#039;&#039;&#039;*n*-v&#039;&#039;&#039;, which provides access to the tangent space data needed for normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;*e-v&#039;&#039;&#039;, which adds the env translation matrix.&lt;br /&gt;
*# Special case: &#039;&#039;&#039;b-v&#039;&#039;&#039;, which offers mapping support (textures), but no lighting.&lt;br /&gt;
* Examples of vertex and fragment pairs:&lt;br /&gt;
** The only special thing that &#039;&#039;lbgs-f&#039;&#039; needs is lighting, which means it only has to be paired up with &#039;&#039;l-v&#039;&#039;.&lt;br /&gt;
** But &#039;&#039;lbgse-f&#039;&#039; needs envmap support too, so it is paired up with &#039;&#039;le-v&#039;&#039; which has access to the env translation matrix.&lt;br /&gt;
** In F3 lab, if all the textures are turned off, so there&#039;s only lighting applied over the white bare flat surfaces of the POF model, &#039;&#039;l-v&#039;&#039; and &#039;&#039;Null-f&#039;&#039; are the used shaders.&lt;br /&gt;
** In F3 lab, if all the textures AND the lighting too are turned off, &#039;&#039;Null-v&#039;&#039; and &#039;&#039;Null-f&#039;&#039; are used. Only a white silhouette of the ship is rendered.&lt;br /&gt;
** &#039;&#039;b-v&#039;&#039; and &#039;&#039;b-f&#039;&#039; / &#039;&#039;bg-f&#039;&#039;. This pair is used in HUD target box, where the game renders a textured ship, with glowmaps (&#039;&#039;bg-f&#039;&#039;) or without them (&#039;&#039;b-f&#039;&#039;), but it lacks any lighting. It is also used in F3 lab if lighting is turned off while keeping the textures on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21068</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21068"/>
		<updated>2009-03-12T08:13:52Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: Explicit null info and other example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (66). Each one of them can be identified through its name with the next key. It also shows the order used in the name convention, so there&#039;s a &#039;&#039;lb&#039;&#039; shader but not a &#039;&#039;bl&#039;&#039; one.&lt;br /&gt;
*# &#039;&#039;&#039;Null&#039;&#039;&#039;: Just color/shading only, no lighting or textures used. As you can imagine, there&#039;s no mixed usage with any other kind of shader.&lt;br /&gt;
*# &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled. So it is the opposite to &#039;&#039;Null&#039;&#039;. All the normally used shaders are &#039;&#039;l + whatever&#039;&#039;.&lt;br /&gt;
*# &#039;&#039;&#039;f&#039;&#039;&#039;: indicates fog based lighting condition effects. (Not to be confused with the -f that denotes fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map. (It only exist for fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps. (It only exist for fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps. (It only exist for fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps. (It only exist for fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] AND [[Command-Line_Reference#-spec|-spec flag]]. So you cannot have env mapping effect without specular bright effect. This happens because the env mapping effect is affected by the alpha channel on the specular map. This also happens in legacy fixed render pipeline mode.&lt;br /&gt;
*# The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;br /&gt;
* Vertex and framgent shaders are paired up by the needed functions in the fragment part. Therefore, there are less vertex shaders than fragment ones. The used vertex shaders are:&lt;br /&gt;
*# &#039;&#039;&#039;Null-v&#039;&#039;&#039;, which offers color/shading only.&lt;br /&gt;
*# &#039;&#039;&#039;l*-v&#039;&#039;&#039;, which offers lighting.&lt;br /&gt;
*# &#039;&#039;&#039;*f*-v&#039;&#039;&#039;, which gives you fog support.&lt;br /&gt;
*# &#039;&#039;&#039;*n*-v&#039;&#039;&#039;, which provides access to the tangent space data needed for normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;*e-v&#039;&#039;&#039;, which adds the env translation matrix.&lt;br /&gt;
* Examples of vertex and fragment pairs:&lt;br /&gt;
** The only special thing that &#039;&#039;lbgs-f&#039;&#039; needs is lighting, which means it only has to be paired up with &#039;&#039;l-v&#039;&#039;.&lt;br /&gt;
** But &#039;&#039;lbgse-f&#039;&#039; needs envmap support too, so it is paired up with &#039;&#039;le-v&#039;&#039; which has access to the env translation matrix.&lt;br /&gt;
** In F3 lab, if all the textures are turned off, so there&#039;s only lighting applied over the white bare flat surfaces of the POF model, &#039;&#039;l-v&#039;&#039; and &#039;&#039;Null-f&#039;&#039; are the used shaders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=21032</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=21032"/>
		<updated>2009-03-09T19:19:06Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: -env may use the whole shine map, (not only shine map alpha channel)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-rlm====&lt;br /&gt;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn&#039;t exist as a flag anymore.}}&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &amp;lt;br&amp;gt;&lt;br /&gt;
It does the following changes to the normal FS2 engine behavior:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals. &amp;lt;br&amp;gt;&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OpenGL Only&#039;&#039;&#039;&#039;&#039;. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;[[mod.ini]]&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag, too:&lt;br /&gt;
&lt;br /&gt;
 [multimod] &lt;br /&gt;
 PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &lt;br /&gt;
 SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&lt;br /&gt;
&lt;br /&gt;
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called &#039;&#039;MyMods&#039;&#039; and that shared resources like Media VPs are also in another folder called &#039;&#039;Resources&#039;&#039;. In this way you could have:&lt;br /&gt;
&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever1/&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever2/&lt;br /&gt;
*...&lt;br /&gt;
*/Freespace2/MyMods/ModWhateverx/&lt;br /&gt;
*/Freespace2/Resources/mediavps/&lt;br /&gt;
&lt;br /&gt;
Then imagine that you want to use &#039;&#039;ModWhatever1&#039;&#039; with &#039;&#039;mediavps&#039;&#039; enhacenment. Your mod flag should be set to &#039;&#039;&#039;-mod MyMods/ModWhatever1,Resources/mediavps&#039;&#039;&#039;. Like always, you could type this flag as a custom flag or you could select &#039;&#039;MyMods/ModWhatever1&#039;&#039; in Launcher MOD Tab and in its mod.ini file type:&lt;br /&gt;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter how this &#039;&#039;Mission.fs2&#039;&#039; is inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. No Launcher MOD tab is available for this use.&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side-effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=21023</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=21023"/>
		<updated>2009-03-09T18:26:46Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: Merging sizes info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*2048 - This is the maximum texture size for many older ATI cards. So it is recommended to use this as maximum as a general rule.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
&lt;br /&gt;
# Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
# Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients).&lt;br /&gt;
#*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]- ). &lt;br /&gt;
#**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
#*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models below). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
# For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models which have included its support, are stored in &#039;&#039;&#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
====TextureName.xxx====&lt;br /&gt;
This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-glow&#039;&#039;.xxx====&lt;br /&gt;
This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later. This effect is turned on by [[Command-Line_Reference#-glow|-glow]] command line flag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-shine&#039;&#039;.xxx====&lt;br /&gt;
This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be. This effect is turned on by [[Command-Line_Reference#-spec|-spec]] command line flag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE about environmental mapping:&#039;&#039;&#039; Shine maps are also used by the env mapping effect, (turned on by [[Command-Line_Reference#-env|-env]] command line flag). You can have 3 situations:&lt;br /&gt;
* No available -shine map. There won&#039;t be any env mapping effect either.&lt;br /&gt;
* Available -shine map without alpha channel. The level of environmental reflection is based on the luminance derived from the -shine map RGB values.&lt;br /&gt;
* Available -shine map with a fully valid alpha channel. The alpha channel gives full independent control over the env map effect. In this case, its reflection level is directly set by the alpha channel values.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-trans&#039;&#039;.xxx====&lt;br /&gt;
This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;). Unless more info is stated, this kind of texture is [[Deprecation|deprecated]] or useless. Transparency is currently set through alpha channel (see [[Texturing#Alpha_Channel_management|further below]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New texture types within GLSL rendering===&lt;br /&gt;
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects, normal mapping and height/parallax mapping, and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-normal&#039;&#039;.xxx====&lt;br /&gt;
This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves. Normal maps tell the render which angle each texture pixel detail should actually have against the flat model triangle where it is applied. Then, a local modification of the general lighting is dynamically applied per pixel based on this info, the viewing angle and location of light sources, generating a fine 3D detail appearance.  This effect is turned on by [[Command-Line_Reference#-normal|-normal]] command line flag.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-height&#039;&#039;.xxx====&lt;br /&gt;
This is the height map used within the parallax displacement effect. This effect is turned on by [[Command-Line_Reference#-height|-height]] command line flag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .EFF file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channel&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what gets generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter).&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=21021</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=21021"/>
		<updated>2009-03-09T18:12:32Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients).&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]- ). &lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models below). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models which have included its support, are stored in &#039;&#039;&#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
====TextureName.xxx====&lt;br /&gt;
This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-glow&#039;&#039;.xxx====&lt;br /&gt;
This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later. This effect is turned on by [[Command-Line_Reference#-glow|-glow]] command line flag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-shine&#039;&#039;.xxx====&lt;br /&gt;
This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be. This effect is turned on by [[Command-Line_Reference#-spec|-spec]] command line flag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE about environmental mapping:&#039;&#039;&#039; Shine maps are also used by the env mapping effect, (turned on by [[Command-Line_Reference#-env|-env]] command line flag). You can have 3 situations:&lt;br /&gt;
* No available -shine map. There won&#039;t be any env mapping effect either.&lt;br /&gt;
* Available -shine map without alpha channel. The level of environmental reflection is based on the luminance derived from the -shine map RGB values.&lt;br /&gt;
* Available -shine map with a fully valid alpha channel. The alpha channel gives full independent control over the env map effect. In this case, its reflection level is directly set by the alpha channel values.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-trans&#039;&#039;.xxx====&lt;br /&gt;
This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;). Unless more info is stated, this kind of texture is [[Deprecation|deprecated]] or useless. Transparency is currently set through alpha channel (see [[Texturing#Alpha_Channel_management|further below]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New texture types within GLSL rendering===&lt;br /&gt;
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects, normal mapping and height/parallax mapping, and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-normal&#039;&#039;.xxx====&lt;br /&gt;
This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves. Normal maps tell the render which angle each texture pixel detail should actually have against the flat model triangle where it is applied. Then, a local modification of the general lighting is dynamically applied per pixel based on this info, the viewing angle and location of light sources, generating a fine 3D detail appearance.  This effect is turned on by [[Command-Line_Reference#-normal|-normal]] command line flag.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-height&#039;&#039;.xxx====&lt;br /&gt;
This is the height map used within the parallax displacement effect. This effect is turned on by [[Command-Line_Reference#-height|-height]] command line flag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .EFF file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channel&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what gets generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter).&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=21020</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=21020"/>
		<updated>2009-03-09T18:10:00Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: Some clarification about -shine maps and env mapping effect. More info in normal maps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients).&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]- ). &lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models below). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models which have included its support, are stored in &#039;&#039;&#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
====TextureName.xxx====&lt;br /&gt;
This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-glow&#039;&#039;.xxx====&lt;br /&gt;
This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later. This effect is turned on by [[Command-Line_Reference#-glow|-glow]] command line flag.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-shine&#039;&#039;.xxx====&lt;br /&gt;
This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be. This effect is turned on by [[Command-Line_Reference#-spec|-spec]] command line flag.&lt;br /&gt;
&#039;&#039;&#039;NOTE about environmental mapping:&#039;&#039;&#039; Shine maps are also used by the env mapping effect, (turned on by [[Command-Line_Reference#-env|-env]] command line flag). You can have 3 situations:&lt;br /&gt;
* No available -shine map. There won&#039;t be any env mapping effect either.&lt;br /&gt;
* Available -shine map without alpha channel. The level of environmental reflection is based on the luminance derived from the -shine map RGB values.&lt;br /&gt;
* Available -shine map with a fully valid alpha channel. The alpha channel gives full independent control over the env map effect. In this case, its reflection level is directly set by the alpha channel values.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-trans&#039;&#039;.xxx====&lt;br /&gt;
This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;). Unless more info is stated, this kind of texture is [[Deprecation|deprecated]] or useless. Transparency is currently set through alpha channel (see [[Texturing#Alpha_Channel_management|further below]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New texture types within GLSL rendering===&lt;br /&gt;
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects, normal mapping and height/parallax mapping, and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-normal&#039;&#039;.xxx====&lt;br /&gt;
This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves. Normal maps tell the render which angle each texture pixel detail should actually have against the flat model triangle where it is applied. Then, a local modification of the general lighting is dynamically applied per pixel based on this info, the viewing angle and location of light sources, generating a fine 3D detail appearance.  This effect is turned on by [[Command-Line_Reference#-normal|-normal]] command line flag.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
====TextureName&#039;&#039;-height&#039;&#039;.xxx====&lt;br /&gt;
This is the height map used within the parallax displacement effect. This effect is turned on by [[Command-Line_Reference#-height|-height]] command line flag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .EFF file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channel&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what gets generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter).&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=21011</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=21011"/>
		<updated>2009-03-08T21:01:12Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: -env needs -spec&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the specular map alpha channel value. At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-rlm====&lt;br /&gt;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn&#039;t exist as a flag anymore.}}&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &amp;lt;br&amp;gt;&lt;br /&gt;
It does the following changes to the normal FS2 engine behavior:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals. &amp;lt;br&amp;gt;&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OpenGL Only&#039;&#039;&#039;&#039;&#039;. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;[[mod.ini]]&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag, too:&lt;br /&gt;
&lt;br /&gt;
 [multimod] &lt;br /&gt;
 PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &lt;br /&gt;
 SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&lt;br /&gt;
&lt;br /&gt;
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called &#039;&#039;MyMods&#039;&#039; and that shared resources like Media VPs are also in another folder called &#039;&#039;Resources&#039;&#039;. In this way you could have:&lt;br /&gt;
&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever1/&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever2/&lt;br /&gt;
*...&lt;br /&gt;
*/Freespace2/MyMods/ModWhateverx/&lt;br /&gt;
*/Freespace2/Resources/mediavps/&lt;br /&gt;
&lt;br /&gt;
Then imagine that you want to use &#039;&#039;ModWhatever1&#039;&#039; with &#039;&#039;mediavps&#039;&#039; enhacenment. Your mod flag should be set to &#039;&#039;&#039;-mod MyMods/ModWhatever1,Resources/mediavps&#039;&#039;&#039;. Like always, you could type this flag as a custom flag or you could select &#039;&#039;MyMods/ModWhatever1&#039;&#039; in Launcher MOD Tab and in its mod.ini file type:&lt;br /&gt;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter how this &#039;&#039;Mission.fs2&#039;&#039; is inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. No Launcher MOD tab is available for this use.&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side-effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21010</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21010"/>
		<updated>2009-03-08T20:58:09Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: env needs spec&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (66). Each one of them can be identified through its name with the next key. It also shows the order used in the name convention, so there&#039;s a &#039;&#039;lb&#039;&#039; shader but not a &#039;&#039;bl&#039;&#039; one.&lt;br /&gt;
*# &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled.&lt;br /&gt;
*# &#039;&#039;&#039;f&#039;&#039;&#039;: indicates fog based lighting condition effects. (Not to be confused with the -f that denotes fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map.&lt;br /&gt;
*# &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps.&lt;br /&gt;
*# &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps.&lt;br /&gt;
*# &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps.&lt;br /&gt;
*# &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] AND [[Command-Line_Reference#-spec|-spec flag]]. So you cannot have env mapping effect without specular bright effect. This happens because the env mapping effect is affected by the alpha channel on the specular map. This also happens in legacy fixed render pipeline mode.&lt;br /&gt;
*# The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;br /&gt;
* Vertex and framgent shaders are paired up by the needed functions in the fragment part. Therefore, there are less vertex shaders than fragment ones. The used vertex shaders are:&lt;br /&gt;
*# &#039;&#039;&#039;Null-v&#039;&#039;&#039;, which offers color/shading only.&lt;br /&gt;
*# &#039;&#039;&#039;l*-v&#039;&#039;&#039;, which offers lighting.&lt;br /&gt;
*# &#039;&#039;&#039;*f*-v&#039;&#039;&#039;, which gives you fog support.&lt;br /&gt;
*# &#039;&#039;&#039;*n*-v&#039;&#039;&#039;, which provides access to the tangent space data needed for normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;*e-v&#039;&#039;&#039;, which adds the env translation matrix.&lt;br /&gt;
* Examples of vertex and fragment pairs:&lt;br /&gt;
** The only special thing that &#039;&#039;lbgs-f&#039;&#039; needs is lighting, which means it only has to be paired up with &#039;&#039;l-v&#039;&#039;.&lt;br /&gt;
** But &#039;&#039;lbgse-f&#039;&#039; needs envmap support too, so it is paired up with &#039;&#039;le-v&#039;&#039; which has access to the env translation matrix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21009</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21009"/>
		<updated>2009-03-08T18:41:19Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (66). Each one of them can be identified through its name with the next key. It also shows the order used in the name convention, so there&#039;s a &#039;&#039;lb&#039;&#039; shader but not a &#039;&#039;bl&#039;&#039; one.&lt;br /&gt;
*# &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled.&lt;br /&gt;
*# &#039;&#039;&#039;f&#039;&#039;&#039;: indicates fog based lighting condition effects. (Not to be confused with the -f that denotes fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map.&lt;br /&gt;
*# &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps.&lt;br /&gt;
*# &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps.&lt;br /&gt;
*# &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps.&lt;br /&gt;
*# &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] and it is affected by the alpha channel on the specular map.&lt;br /&gt;
*# The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;br /&gt;
* Vertex and framgent shaders are paired up by the needed functions in the fragment part. Therefore, there are less vertex shaders than fragment ones. The used vertex shaders are:&lt;br /&gt;
*# &#039;&#039;&#039;Null-v&#039;&#039;&#039;, which offers color/shading only.&lt;br /&gt;
*# &#039;&#039;&#039;l*-v&#039;&#039;&#039;, which offers lighting.&lt;br /&gt;
*# &#039;&#039;&#039;*f*-v&#039;&#039;&#039;, which gives you fog support.&lt;br /&gt;
*# &#039;&#039;&#039;*n*-v&#039;&#039;&#039;, which provides access to the tangent space data needed for normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;*e-v&#039;&#039;&#039;, which adds the env translation matrix.&lt;br /&gt;
* Examples of vertex and fragment pairs:&lt;br /&gt;
** The only special thing that &#039;&#039;lbgs-f&#039;&#039; needs is lighting, which means it only has to be paired up with &#039;&#039;l-v&#039;&#039;.&lt;br /&gt;
** But &#039;&#039;lbgse-f&#039;&#039; needs envmap support too, so it is paired up with &#039;&#039;le-v&#039;&#039; which has access to the env translation matrix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21008</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21008"/>
		<updated>2009-03-08T18:31:47Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (66). Each one of them can be identified trough its name with the next key. It also shows the order used in the name convention, so there&#039;s a &#039;&#039;lb&#039;&#039; shader but not a &#039;&#039;bl&#039;&#039; one:&lt;br /&gt;
*# &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled.&lt;br /&gt;
*# &#039;&#039;&#039;f&#039;&#039;&#039;: indicates fog based lighting condition effects. (Not to be confused with the -f that denotes fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map.&lt;br /&gt;
*# &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps.&lt;br /&gt;
*# &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps.&lt;br /&gt;
*# &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps.&lt;br /&gt;
*# &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] and it is affected by the alpha channel on the specular map.&lt;br /&gt;
*# The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;br /&gt;
* Vertex and framgent shaders are paired up by the needed functions in the fragment part. Therefore, there are less vertex shaders than fragment ones. The used vertex shaders are:&lt;br /&gt;
*# &#039;&#039;&#039;Null-v&#039;&#039;&#039;, which offers color/shading only.&lt;br /&gt;
*# &#039;&#039;&#039;l*-v&#039;&#039;&#039;, which offers lighting.&lt;br /&gt;
*# &#039;&#039;&#039;*f*-v&#039;&#039;&#039;, which gives you fog support.&lt;br /&gt;
*# &#039;&#039;&#039;*n*-v&#039;&#039;&#039;, which provides access to the tangent space data needed for normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;*e-v&#039;&#039;&#039;, which adds the env translation matrix.&lt;br /&gt;
* Examples of vertex and fragment pairs:&lt;br /&gt;
** The only special thing that &#039;&#039;lbgs-f&#039;&#039; needs is lighting, which means it only has to be paired up with &#039;&#039;l-v&#039;&#039;.&lt;br /&gt;
** But &#039;&#039;lbgse-f&#039;&#039; needs envmap support too, so it is paired up with &#039;&#039;le-v&#039;&#039; which has access to the env translation matrix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21007</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21007"/>
		<updated>2009-03-08T18:30:11Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: Shader naming letter order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (66). Each one of them can be identified trough its name with the next key. It also shows the order used in the name convention, so there&#039;s a &#039;&#039;lb&#039;&#039; shader but not a &#039;&#039;bl&#039;&#039; one:&lt;br /&gt;
*# &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled.&lt;br /&gt;
*# &#039;&#039;&#039;f&#039;&#039;&#039;: indicates fog based lighting condition effects. (Not to be confused with the -f that denotes fragment shaders).&lt;br /&gt;
*# &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map.&lt;br /&gt;
*# &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps.&lt;br /&gt;
*# &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps.&lt;br /&gt;
*# &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps.&lt;br /&gt;
*# &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] and it is affected by the alpha channel on the specular map.&lt;br /&gt;
*# The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;br /&gt;
* Vertex and framgent shaders are paired up by the needed functions in the fragment part. Therefore, there are less vertex shaders than fragment ones. The used vertex shaders are:&lt;br /&gt;
*# &#039;&#039;&#039;Null-v&#039;&#039;&#039;, which offers color/shading only.&lt;br /&gt;
*# &#039;&#039;&#039;l*-v&#039;&#039;&#039;, which offers lighting.&lt;br /&gt;
*# &#039;&#039;&#039;*f*-v&#039;&#039;&#039;, which gives you fog support.&lt;br /&gt;
*# &#039;&#039;&#039;*n*-v&#039;&#039;&#039;, which provides access to the tangent space data needed for normal maps.&lt;br /&gt;
*# &#039;&#039;&#039;*e*-v&#039;&#039;&#039;, which adds the env translation matrix.&lt;br /&gt;
* Examples of vertex and fragment pairs:&lt;br /&gt;
** The only special thing that &#039;&#039;lbgs-f&#039;&#039; needs is lighting, which means it only has to be paired up with &#039;&#039;l-v&#039;&#039;.&lt;br /&gt;
** But &#039;&#039;lbgse-f&#039;&#039; needs envmap support too, so it is paired up with &#039;&#039;le-v&#039;&#039; which has access to the env translation matrix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21003</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21003"/>
		<updated>2009-03-08T15:55:39Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (66). Each one of them can be identified trough its name with this key:&lt;br /&gt;
** &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled&lt;br /&gt;
** &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map&lt;br /&gt;
** &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps.&lt;br /&gt;
** &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps.&lt;br /&gt;
** &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] and it is affected by the alpha channel on the specular map.&lt;br /&gt;
** &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
** &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps.&lt;br /&gt;
** &#039;&#039;&#039;f&#039;&#039;&#039;: This value is in combination with the above possible combinations and is used for fog based lighting condition effects. (not to be confused with the -f that denotes Fragment Shaders)&lt;br /&gt;
** The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;br /&gt;
* Vertex and framgent shaders are paired up by the needed functions in the fragment part. Therefore, there are less vertex shaders than fragment ones. The used vertex shaders are:&lt;br /&gt;
** &#039;&#039;&#039;Null-v&#039;&#039;&#039;, which offers color/shading only.&lt;br /&gt;
** &#039;&#039;&#039;l*-v&#039;&#039;&#039;, which offers lighting.&lt;br /&gt;
** &#039;&#039;&#039;*e-v&#039;&#039;&#039;, which adds the env translation matrix.&lt;br /&gt;
** &#039;&#039;&#039;*n-v&#039;&#039;&#039;, which provides access to the tangent space data needed for normal maps.&lt;br /&gt;
** &#039;&#039;&#039;*f-v&#039;&#039;&#039;, which gives you fog support.&lt;br /&gt;
* Examples of vertex and fragment pairs:&lt;br /&gt;
** The only special thing that lbgs-f needs is lighting, which means it only has to be paired up with l-v.&lt;br /&gt;
** But lbgse-f needs envmap support too, so it is paired up with le-v which has access to the env translation matrix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21002</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=21002"/>
		<updated>2009-03-08T15:49:55Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: Vertex / Fragment pairs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (66). Each one of them can be identified trough its name with this key:&lt;br /&gt;
** &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled&lt;br /&gt;
** &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map&lt;br /&gt;
** &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps.&lt;br /&gt;
** &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps.&lt;br /&gt;
** &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] and it is affected by the alpha channel on the specular map.&lt;br /&gt;
** &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
** &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps.&lt;br /&gt;
** &#039;&#039;&#039;f&#039;&#039;&#039;: This value is in combination with the above possible combinations and is used for fog based lighting condition effects. (not to be confused with the -f that denotes Fragment Shaders)&lt;br /&gt;
** The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;br /&gt;
* Vertex and framgent shaders are paired up by the functions needed in the fragment part. Therefore, there are less vertex shaders than fragment ones. The used vertex shaders are:&lt;br /&gt;
** &#039;&#039;&#039;Null-v&#039;&#039;&#039;, which offers color/shading only.&lt;br /&gt;
** &#039;&#039;&#039;l*-v&#039;&#039;&#039;, which offers lighting.&lt;br /&gt;
** &#039;&#039;&#039;*e-v&#039;&#039;&#039;, which adds the env translation matrix.&lt;br /&gt;
** &#039;&#039;&#039;*n-v&#039;&#039;&#039;, which provides access to the tangent space data needed for normal maps.&lt;br /&gt;
** &#039;&#039;&#039;*f-v&#039;&#039;&#039;, which gives you fog support.&lt;br /&gt;
* Examples of vertex and fragment pairs:&lt;br /&gt;
** The only special thing that lbgs-f needs is lighting, which means it only has to be paired up with l-v.&lt;br /&gt;
** But lbgse-f needs envmap support too, so it is paired up with le-v which has access to the env translation matrix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Development_Reference&amp;diff=20999</id>
		<title>Development Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Development_Reference&amp;diff=20999"/>
		<updated>2009-03-07T19:34:58Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Getting the FreeSpace2: SCP Source Code|Getting the Source Code]]&lt;br /&gt;
* [[Sourcecode Reference]]&lt;br /&gt;
* [[Scripting API]]&lt;br /&gt;
* [[FS2_Open Lua Scripting]]&lt;br /&gt;
* [[OpenGL Shaders (GLSL)]]&lt;br /&gt;
* [[Deprecation|List of deprecated game features (WIP)]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
[http://scp.indiegames.us/ SCP Developers&#039; Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20983</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20983"/>
		<updated>2009-03-07T07:57:16Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: -ogl_spec from Graphics to Lighting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular map alpha channel.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height).&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-rlm====&lt;br /&gt;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn&#039;t exist as a flag any more.}}&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &lt;br /&gt;
It does the following changes to the normal FS2 engine behaviour:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder.&lt;br /&gt;
Otherwise ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Lighting===&lt;br /&gt;
&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This Page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OpenGL Only&#039;&#039;&#039;&#039;&#039;. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;mod.ini&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
 [multimod] &lt;br /&gt;
 PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &lt;br /&gt;
 SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&lt;br /&gt;
&lt;br /&gt;
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called &#039;&#039;MyMods&#039;&#039; and that shared resources like Media VPs are also in another folder called &#039;&#039;Resources&#039;&#039;. In this way you could have:&lt;br /&gt;
&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever1/&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever2/&lt;br /&gt;
*...&lt;br /&gt;
*/Freespace2/MyMods/ModWhateverx/&lt;br /&gt;
*/Freespace2/Resources/mediavps/&lt;br /&gt;
&lt;br /&gt;
Then imagine that you want to use &#039;&#039;ModWhatever1&#039;&#039; with &#039;&#039;mediavps&#039;&#039; enhacenment. Your mod flag should be set to &#039;&#039;&#039;-mod MyMods/ModWhatever1,Resources/mediavps&#039;&#039;&#039;. Like always, you could type this flag as a custom flag or you could select &#039;&#039;MyMods/ModWhatever1&#039;&#039; in Launcher MOD Tab and in its mod.ini file type:&lt;br /&gt;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter how this &#039;&#039;Mission.fs2&#039;&#039; is inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. No Launcher MOD tab is available for this use.&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behaviour - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behaviour - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a stand-alone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Deprecation&amp;diff=20971</id>
		<title>Deprecation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Deprecation&amp;diff=20971"/>
		<updated>2009-03-06T21:14:30Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: -rlm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a feature or function is deprecated, this means that future versions will not support it. Although it may work in current or older versions of the software, the relevant code will not be updated, and it will eventually be deleted outright. Projects that rely on deprecated features or functions should find another way to accomplish the same effect.&lt;br /&gt;
&lt;br /&gt;
== Deprecated Features ==&lt;br /&gt;
*DirectX API. The game now uses OpenGL.&lt;br /&gt;
*AVI and MPG format support, both used through system player. Currently, the game has built-in support for original uncompressed MVE format clips and compressed Theora OGG ones.&lt;br /&gt;
*It is no longer possible to use FreeSpace 1-style nebulae in [[Portal:FRED|FRED2]]. Setting up a nebula that way will crash the mission editor.&lt;br /&gt;
*The &#039;&#039;-htl&#039;&#039; flag is no longer necessary ever since FreeSpace Open 3.6(?). In fact, now there&#039;s a &#039;&#039;[[Command-Line_Reference#-nohtl|-nohtl]]&#039;&#039; flag.&lt;br /&gt;
*The &#039;&#039;[[Command-Line_Reference#-jpgtga|-jpgtga]]&#039;&#039; flag is no longer necessary since FreeSpace Open 3.6.10. It&#039;s always on.&lt;br /&gt;
*The &#039;&#039;[[Command-Line_Reference#-pcx32|-pcx32]]&#039;&#039; flag is no longer present.&lt;br /&gt;
*The &#039;&#039;[[Command-Line_Reference#-alpha_env|-alpha_env]]&#039;&#039; flag is no longer necessary since FreeSpace Open 3.6.10. It&#039;s always on.&lt;br /&gt;
*The &#039;&#039;[[Command-Line_Reference#-2d_poof|-2d_poof]]&#039;&#039; flag is no longer necessary since FreeSpace Open 3.6.10. It&#039;s always on.&lt;br /&gt;
*Smart shield recharging (&#039;&#039;[[Command-Line_Reference#-smart_shields|-smart_shields]]&#039;&#039; flag) has been converted into an Ai_profiles.tbl feature. It is no longer controlled through a command line flag.&lt;br /&gt;
*The &#039;&#039;[[Command-Line_Reference#-rlm|-rlm]]&#039;&#039; flag is no longer necessary. It&#039;s always on.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Deprecation&amp;diff=20970</id>
		<title>Deprecation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Deprecation&amp;diff=20970"/>
		<updated>2009-03-06T21:11:04Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: -pcx32 and links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a feature or function is deprecated, this means that future versions will not support it. Although it may work in current or older versions of the software, the relevant code will not be updated, and it will eventually be deleted outright. Projects that rely on deprecated features or functions should find another way to accomplish the same effect.&lt;br /&gt;
&lt;br /&gt;
== Deprecated Features ==&lt;br /&gt;
*DirectX API. The game now uses OpenGL.&lt;br /&gt;
*AVI and MPG format support, both used through system player. Currently, the game has built-in support for original uncompressed MVE format clips and compressed Theora OGG ones.&lt;br /&gt;
*It is no longer possible to use FreeSpace 1-style nebulae in [[Portal:FRED|FRED2]]. Setting up a nebula that way will crash the mission editor.&lt;br /&gt;
*The &#039;&#039;-htl&#039;&#039; flag is no longer necessary ever since FreeSpace Open 3.6(?). In fact, now there&#039;s a &#039;&#039;[[Command-Line_Reference#-nohtl|-nohtl]]&#039;&#039; flag.&lt;br /&gt;
*The &#039;&#039;[[Command-Line_Reference#-jpgtga|-jpgtga]]&#039;&#039; flag is no longer necessary since FreeSpace Open 3.6.10. It&#039;s always on.&lt;br /&gt;
*The &#039;&#039;[[Command-Line_Reference#-pcx32|-pcx32]]&#039;&#039; flag is no longer present.&lt;br /&gt;
*The &#039;&#039;[[Command-Line_Reference#-alpha_env|-alpha_env]]&#039;&#039; flag is no longer necessary since FreeSpace Open 3.6.10. It&#039;s always on.&lt;br /&gt;
*The &#039;&#039;[[Command-Line_Reference#-2d_poof|-2d_poof]]&#039;&#039; flag is no longer necessary since FreeSpace Open 3.6.10. It&#039;s always on.&lt;br /&gt;
*Smart shield recharging (&#039;&#039;[[Command-Line_Reference#-smart_shields|-smart_shields]]&#039;&#039; flag) has been converted into an Ai_profiles.tbl feature. It is no longer controlled through a command line flag.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=20965</id>
		<title>FS2 Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=20965"/>
		<updated>2009-03-06T17:25:44Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: comment about -weapon_choice_3d in interface&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
::&amp;lt;font color=red&amp;gt;Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.&lt;br /&gt;
&lt;br /&gt;
Like all your applications you&#039;ll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder &#039;&#039;&#039;/freespace2&#039;&#039;&#039;, although it can have any other name (&#039;&#039;/fs2&#039;&#039;, &#039;&#039;/fspace2&#039;&#039;, or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):&lt;br /&gt;
#Unpacked, ie. individual files, inside &#039;&#039;&#039;data&#039;&#039;&#039; folder within FreeSpace 2 installation folder, ie. in &#039;&#039;&#039;/freespace2/data&#039;&#039;&#039;. (&#039;&#039;&#039;data&#039;&#039;&#039; name is compulsory).&amp;lt;br&amp;gt;Inside &#039;&#039;&#039;data&#039;&#039;&#039; folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of &#039;&#039;&#039;data&#039;&#039;&#039; subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:&lt;br /&gt;
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.&lt;br /&gt;
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.&lt;br /&gt;
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.&lt;br /&gt;
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).&lt;br /&gt;
#*[[FS2_Data_Structure#music|music]] contains all the music files.&lt;br /&gt;
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.&lt;br /&gt;
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.&lt;br /&gt;
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.&lt;br /&gt;
#Packed in vp archives. This kind of archives just contain individual files in a similar way as &amp;quot;normal&amp;quot; archives like rar or zip do. They are placed in &#039;&#039;&#039;/freespace2&#039;&#039;&#039; folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon&#039;s Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You&#039;ve got two versions of it in [http://www.descent-network.com/descman Descent Network download page]&amp;lt;br&amp;gt;vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):&lt;br /&gt;
#*root_fs2.vp: Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].&lt;br /&gt;
#*smarty_fs2.vp: [[FS2_Data_Structure#intelanims|Intelligence animations]].&lt;br /&gt;
#*sparky_fs2.vp: Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.&lt;br /&gt;
#*sparky_hi_fs2.vp: Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).&lt;br /&gt;
#*stu_fs2.vp: [[FS2_Data_Structure#voice|Voice]] data.&lt;br /&gt;
#*tango1_fs2.vp: 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango2_fs2.vp: 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango3_fs2.vp: 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*warble_fs2.vp: [[FS2_Data_Structure#music|Music]] data.&lt;br /&gt;
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;One of the most important SCP fs2_open additions:&#039;&#039;&#039; Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important consequence of having several available locations for game data, is that several versions of each file can exist. &#039;&#039;&#039;There&#039;s a priority order between different locations&#039;&#039;&#039; as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, &#039;&#039;&#039;only the highest priority version of each file will be used&#039;&#039;&#039;. This feature allows the user to quickly replace existing &#039;&#039;mission.fs2&#039;&#039; or &#039;&#039;ShipModel.pof&#039;&#039; by new or improved versions, placing them in a higher priority place. There&#039;s no need to remove obsolete files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the &#039;&#039;highest&#039;&#039; priority /data folder structure.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==data subfolders==&lt;br /&gt;
&lt;br /&gt;
===cache===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to &#039;&#039;&amp;quot;compile&amp;quot;&#039;&#039; them in order to use them. So each original &#039;&#039;AnyShip.pof&#039;&#039; generates one compiled and ready to use &#039;&#039;AnyShip.ibx&#039;&#039; file &amp;lt;font color=red&amp;gt;(and also one &#039;&#039;AnyShip.tsb&#039;&#039; in SCP fs2_open)&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &lt;br /&gt;
**Retail: [[%2A.IBX]] model cache files.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.CLR]] and [[%2A.TMP]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**The content of this folder can be autogenerated by FS2.&lt;br /&gt;
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.&lt;br /&gt;
**FS2 detects model upgrades so it rebuilds cache files if they don&#039;t match. BUT sometimes corrupted  cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===cbanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Command and mission briefing animations. (They are assigned to missions through FRED2 editor).&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===config===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.CFG]] files&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===demos===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is probably where recordable demos would have been saved.  If you look in the source code, there are functions in place to record events and play the recordings back at a later time.  This code is does not (and in all likelyhood will never) work.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.FSD]] (FreeSpace Demo) files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Bitmaps and animations for every game effect:&lt;br /&gt;
**All the explosions and weapon effects.&lt;br /&gt;
**Damage smoke animation.&lt;br /&gt;
**Particle animations.&lt;br /&gt;
**Thruster glows and &amp;lt;font color=red&amp;gt;afterburner trails&amp;lt;/font&amp;gt;.&lt;br /&gt;
**All the background images, sun bitmaps, &amp;lt;font color=red&amp;gt;sun glares&amp;lt;/font&amp;gt; and space motion debris (see [[Stars.tbl]] table).&lt;br /&gt;
**Warp-in / warp-out animations.&lt;br /&gt;
**Anything more you can think of in this category. If you have a texture which you know it doesn&#039;t belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NEB]] files ?????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others  is hardcoded, (example particlesmoke01).&lt;br /&gt;
**Not all the effects support animations. Example background bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===fonts===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.VF]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===force feedback===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===freddocs===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is where the help files for FRED are stored.  Since the help files are viewed in a web browser, they were not able to be stored in the VP files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; *.html, *.gif, *.jpg, *.png.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===hud===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] and [[%2A.ANI]].&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Most of this folder contents have a hardcoded name.&lt;br /&gt;
**Most of this folder contents are &amp;quot;false&amp;quot; animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===intelanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Intelligence animations used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Intelligence&#039;&#039; section. They are used through [[Species.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===interface===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
**All the game screens and optional mission loading screens.&lt;br /&gt;
**All the button, mouse and icon bitmaps.&lt;br /&gt;
**Map ship icons in &#039;&#039;Briefing&#039;&#039; screen.&lt;br /&gt;
**Ship and weapon animations in &#039;&#039;Ship selection&#039;&#039; and &#039;&#039;Weapon loadout&#039;&#039; screens. These weapon animations are also used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Weapons&#039;&#039; section.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the &#039;&#039;Weapon loadout&#039;&#039; screen. There&#039;s no need for ship or secondary weapon animations. More over, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;&amp;lt;font color=cyan&amp;gt;As an exception, fs2_open doesn&#039;t require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===maps===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to &amp;quot;paint&amp;quot; their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don&#039;t have embedded textures. All their used textures are read from this folder.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===missions===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the mission and campaign files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NTL]] and [[%2A.SSV]] files ????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In &#039;&#039;Mission Simulator&#039;&#039; screen, &#039;&#039;Single Missions&#039;&#039; are just available [[%2A.FS2]] mission files which are not pointed by any of the available  [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===models===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, &amp;lt;font color=red&amp;gt;3D shockwaves, 3D warp-in/warp-out effects and background star-holding model&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.POF]] model files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;movies&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game cutscenes.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.MSB]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.&lt;br /&gt;
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.&lt;br /&gt;
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.&lt;br /&gt;
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called &#039;&#039;&#039;Intro&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===multidata===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.PCX]] and [[%2A.FS2]] files. ???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===music===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Music files used through [[Music.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===players===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All game player data. &lt;br /&gt;
**It has 4 subfolders, each one has a deeper explanation below:&lt;br /&gt;
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots&lt;br /&gt;
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots&lt;br /&gt;
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
**The main &#039;&#039;&#039;players&#039;&#039;&#039; folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in &#039;&#039;Options&#039;&#039; screen &amp;gt; &#039;&#039;HUD Config&#039;&#039; screen. From this screen they can be also applied to player&#039;s HUD settings.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.HCF]] HUD configuration files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players&#039;&#039;&#039; main folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, [[%2A.HCF]] files can be generated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====images====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen, ie. the player&#039;s photograph.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
====multi====&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of multiplayer pilots.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PLR]] files. &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/multi&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, multi player data is generated and updated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====single====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of single player pilots.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Each pilot consists of several files:&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;One [[%2A.PL2]] file, (let&#039;s call it &#039;&#039;MyPilot.pl2&#039;&#039;), which contains main pilot data.&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form &#039;&#039;MyPilot.Campaign name.cs2&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/single&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, single player data is generated and updated by the game itself.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====squads====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable squadron insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia &#039;&#039;&#039;MUST&#039;&#039;&#039; be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;scripts&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.LUA]] and [[%2A.LC]] files. ???????&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===sounds===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.&lt;br /&gt;
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. &amp;lt;font color=cyan&amp;gt;But using them is not needed, all the sounds can go in the main folder.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In game sounds are used through [[Sounds.tbl]] table.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8b22k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
====16b11k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===tables===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Data tables which set the whole game behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.TBL]] tables.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Tables are just the most important thing for modders to know.&lt;br /&gt;
**There is a lot of useful info about them in [[Tables]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===text===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.TXT]] and [[%2A.NET]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===voice===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.&lt;br /&gt;
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.&lt;br /&gt;
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.&lt;br /&gt;
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.&lt;br /&gt;
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.&lt;br /&gt;
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.&lt;br /&gt;
**A &amp;quot;training&amp;quot; category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; All the speech kinds support these formats:&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====briefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====command_briefings====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; General command briefing speeches you can see before some missions. As example, the  first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.&lt;br /&gt;
&lt;br /&gt;
====debriefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====personas====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Random speech generated by flying ships or your command, for example to warn the player about &amp;quot;Bandit on your tail&amp;quot; or to praise him with &amp;quot;Good shoot!!&amp;quot; . This feature is used through [[Messages.tbl]] table.&lt;br /&gt;
&lt;br /&gt;
====special====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly &#039;&#039;send-message-list&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====training====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Identical to &#039;&#039;&#039;special&#039;&#039;&#039;, but used by Volition for training messages.&lt;br /&gt;
&lt;br /&gt;
==Loading order==&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.&lt;br /&gt;
&lt;br /&gt;
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. &#039;&#039;&#039;But always try to put every file in its right place&#039;&#039;&#039;. (You may see strange locations for some files, please don&#039;t use them).&lt;br /&gt;
&lt;br /&gt;
 /   (mve, avi, mpg, ogg)&lt;br /&gt;
 /data  (cfg, log, txt)&lt;br /&gt;
 /data/maps   (pcx, ani, eff, tga, jpg, dds)&lt;br /&gt;
 /data/text   (txt, net)&lt;br /&gt;
 /data/missions   (fs2, fc2, ntl, ssv)&lt;br /&gt;
 /data/models  (pof)&lt;br /&gt;
 /data/tables  (tbl, tbm)&lt;br /&gt;
 /data/sounds  (wav, ogg)&lt;br /&gt;
 /data/sounds/8b22k  (wav, ogg)&lt;br /&gt;
 /data/sounds/16b11k   (wav, ogg)&lt;br /&gt;
 /data/voice  ()&lt;br /&gt;
 /data/voice/briefing  (wav, ogg)&lt;br /&gt;
 /data/voice/command_briefings  (wav, ogg)&lt;br /&gt;
 /data/voice/debriefing  (wav, ogg)&lt;br /&gt;
 /data/voice/personas  (wav, ogg)&lt;br /&gt;
 /data/voice/special  (wav, ogg)&lt;br /&gt;
 /data/voice/training  (wav, ogg)&lt;br /&gt;
 /data/music  (wav, ogg)&lt;br /&gt;
 /data/movies  (mve, msb, avi, mpg, ogg)&lt;br /&gt;
 /data/interface  (pcx, ani, tga, dds)&lt;br /&gt;
 /data/fonts  (vf)&lt;br /&gt;
 /data/effects  (ani, eff, pcx, neb, tga, jpg, dds)&lt;br /&gt;
 /data/hud  (ani, pcx, tga, dds)&lt;br /&gt;
 /data/players  ()&lt;br /&gt;
 /data/players/images (pcx)&lt;br /&gt;
 /data/cache  (clr, tmp, ibx)&lt;br /&gt;
 /data/players  (hcf)&lt;br /&gt;
 /data/players/single  (pl2, cs2, plr, csg, css)&lt;br /&gt;
 /data/players/multi  (plr)&lt;br /&gt;
 /data/multidata  (pcx, fs2)&lt;br /&gt;
 /data/config  (cfg)&lt;br /&gt;
 /data/players/squads  (pcx)&lt;br /&gt;
 /data/demos  (fsd)&lt;br /&gt;
 /data/cbanims  (ani)&lt;br /&gt;
 /data/intelanims  (ani)&lt;br /&gt;
 /data/scripts  (lua, lc)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Deprecation&amp;diff=20964</id>
		<title>Deprecation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Deprecation&amp;diff=20964"/>
		<updated>2009-03-06T17:19:35Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: avi and MPG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a feature or function is deprecated, this means that future versions will not support it. Although it may work in current or older versions of the software, the relevant code will not be updated, and it will eventually be deleted outright. Projects that rely on deprecated features or functions should find another way to accomplish the same effect.&lt;br /&gt;
&lt;br /&gt;
== Deprecated Features ==&lt;br /&gt;
*DirectX API. The game now uses OpenGL.&lt;br /&gt;
*AVI &amp;amp; MPG clip format support, both used through system player. Currently, the game has built-in support for original uncompressed MVE format and compressed Theora OGG.&lt;br /&gt;
*It is no longer possible to use FreeSpace 1-style nebulae in [[Portal:FRED|FRED2]]. Setting up a nebula that way will crash the mission editor.&lt;br /&gt;
*The &#039;&#039;-htl&#039;&#039; flag is no longer necessary ever since FreeSpace Open 3.6(?).&lt;br /&gt;
*The &#039;&#039;-jpgtga&#039;&#039; command line parameter is no longer necessary since FreeSpace Open 3.6.10.&lt;br /&gt;
*The &#039;&#039;-alpha_env&#039;&#039; flag is always on.&lt;br /&gt;
*The &#039;&#039;-2d_poof&#039;&#039; flag is always on.&lt;br /&gt;
*Smart shield recharging (-smart_shield flag) has been converted into an Ai_profiles.tbl feature. It is no longer controlled through a command flag.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=20963</id>
		<title>FS2 Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=20963"/>
		<updated>2009-03-06T17:17:44Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: link to deprecation in movies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
::&amp;lt;font color=red&amp;gt;Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.&lt;br /&gt;
&lt;br /&gt;
Like all your applications you&#039;ll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder &#039;&#039;&#039;/freespace2&#039;&#039;&#039;, although it can have any other name (&#039;&#039;/fs2&#039;&#039;, &#039;&#039;/fspace2&#039;&#039;, or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):&lt;br /&gt;
#Unpacked, ie. individual files, inside &#039;&#039;&#039;data&#039;&#039;&#039; folder within FreeSpace 2 installation folder, ie. in &#039;&#039;&#039;/freespace2/data&#039;&#039;&#039;. (&#039;&#039;&#039;data&#039;&#039;&#039; name is compulsory).&amp;lt;br&amp;gt;Inside &#039;&#039;&#039;data&#039;&#039;&#039; folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of &#039;&#039;&#039;data&#039;&#039;&#039; subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:&lt;br /&gt;
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.&lt;br /&gt;
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.&lt;br /&gt;
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.&lt;br /&gt;
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).&lt;br /&gt;
#*[[FS2_Data_Structure#music|music]] contains all the music files.&lt;br /&gt;
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.&lt;br /&gt;
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.&lt;br /&gt;
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.&lt;br /&gt;
#Packed in vp archives. This kind of archives just contain individual files in a similar way as &amp;quot;normal&amp;quot; archives like rar or zip do. They are placed in &#039;&#039;&#039;/freespace2&#039;&#039;&#039; folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon&#039;s Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You&#039;ve got two versions of it in [http://www.descent-network.com/descman Descent Network download page]&amp;lt;br&amp;gt;vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):&lt;br /&gt;
#*root_fs2.vp: Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].&lt;br /&gt;
#*smarty_fs2.vp: [[FS2_Data_Structure#intelanims|Intelligence animations]].&lt;br /&gt;
#*sparky_fs2.vp: Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.&lt;br /&gt;
#*sparky_hi_fs2.vp: Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).&lt;br /&gt;
#*stu_fs2.vp: [[FS2_Data_Structure#voice|Voice]] data.&lt;br /&gt;
#*tango1_fs2.vp: 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango2_fs2.vp: 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango3_fs2.vp: 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*warble_fs2.vp: [[FS2_Data_Structure#music|Music]] data.&lt;br /&gt;
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;One of the most important SCP fs2_open additions:&#039;&#039;&#039; Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important consequence of having several available locations for game data, is that several versions of each file can exist. &#039;&#039;&#039;There&#039;s a priority order between different locations&#039;&#039;&#039; as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, &#039;&#039;&#039;only the highest priority version of each file will be used&#039;&#039;&#039;. This feature allows the user to quickly replace existing &#039;&#039;mission.fs2&#039;&#039; or &#039;&#039;ShipModel.pof&#039;&#039; by new or improved versions, placing them in a higher priority place. There&#039;s no need to remove obsolete files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the &#039;&#039;highest&#039;&#039; priority /data folder structure.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==data subfolders==&lt;br /&gt;
&lt;br /&gt;
===cache===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to &#039;&#039;&amp;quot;compile&amp;quot;&#039;&#039; them in order to use them. So each original &#039;&#039;AnyShip.pof&#039;&#039; generates one compiled and ready to use &#039;&#039;AnyShip.ibx&#039;&#039; file &amp;lt;font color=red&amp;gt;(and also one &#039;&#039;AnyShip.tsb&#039;&#039; in SCP fs2_open)&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &lt;br /&gt;
**Retail: [[%2A.IBX]] model cache files.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.CLR]] and [[%2A.TMP]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**The content of this folder can be autogenerated by FS2.&lt;br /&gt;
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.&lt;br /&gt;
**FS2 detects model upgrades so it rebuilds cache files if they don&#039;t match. BUT sometimes corrupted  cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===cbanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Command and mission briefing animations. (They are assigned to missions through FRED2 editor).&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===config===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.CFG]] files&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===demos===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is probably where recordable demos would have been saved.  If you look in the source code, there are functions in place to record events and play the recordings back at a later time.  This code is does not (and in all likelyhood will never) work.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.FSD]] (FreeSpace Demo) files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Bitmaps and animations for every game effect:&lt;br /&gt;
**All the explosions and weapon effects.&lt;br /&gt;
**Damage smoke animation.&lt;br /&gt;
**Particle animations.&lt;br /&gt;
**Thruster glows and &amp;lt;font color=red&amp;gt;afterburner trails&amp;lt;/font&amp;gt;.&lt;br /&gt;
**All the background images, sun bitmaps, &amp;lt;font color=red&amp;gt;sun glares&amp;lt;/font&amp;gt; and space motion debris (see [[Stars.tbl]] table).&lt;br /&gt;
**Warp-in / warp-out animations.&lt;br /&gt;
**Anything more you can think of in this category. If you have a texture which you know it doesn&#039;t belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NEB]] files ?????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others  is hardcoded, (example particlesmoke01).&lt;br /&gt;
**Not all the effects support animations. Example background bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===fonts===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.VF]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===force feedback===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===freddocs===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is where the help files for FRED are stored.  Since the help files are viewed in a web browser, they were not able to be stored in the VP files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; *.html, *.gif, *.jpg, *.png.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===hud===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] and [[%2A.ANI]].&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Most of this folder contents have a hardcoded name.&lt;br /&gt;
**Most of this folder contents are &amp;quot;false&amp;quot; animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===intelanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Intelligence animations used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Intelligence&#039;&#039; section. They are used through [[Species.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===interface===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
**All the game screens and optional mission loading screens.&lt;br /&gt;
**All the button, mouse and icon bitmaps.&lt;br /&gt;
**Map ship icons in &#039;&#039;Briefing&#039;&#039; screen.&lt;br /&gt;
**Ship and weapon animations in &#039;&#039;Ship selection&#039;&#039; and &#039;&#039;Weapon loadout&#039;&#039; screens. These weapon animations are also used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Weapons&#039;&#039; section.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d launcher flag]]. With this flag, only primary weapon animations are needed in &#039;&#039;Weapon loadout&#039;&#039; screen. There&#039;s no need for ship or secondary weapon animations. Even, some mods need a compulsory use of this flag because they have no available animations for their ships or missiles.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;&amp;lt;font color=cyan&amp;gt;As an exception, fs2_open doesn&#039;t require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===maps===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to &amp;quot;paint&amp;quot; their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don&#039;t have embedded textures. All their used textures are read from this folder.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===missions===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the mission and campaign files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NTL]] and [[%2A.SSV]] files ????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In &#039;&#039;Mission Simulator&#039;&#039; screen, &#039;&#039;Single Missions&#039;&#039; are just available [[%2A.FS2]] mission files which are not pointed by any of the available  [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===models===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, &amp;lt;font color=red&amp;gt;3D shockwaves, 3D warp-in/warp-out effects and background star-holding model&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.POF]] model files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;movies&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game cutscenes.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.MSB]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.&lt;br /&gt;
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.&lt;br /&gt;
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.&lt;br /&gt;
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called &#039;&#039;&#039;Intro&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===multidata===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.PCX]] and [[%2A.FS2]] files. ???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===music===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Music files used through [[Music.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===players===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All game player data. &lt;br /&gt;
**It has 4 subfolders, each one has a deeper explanation below:&lt;br /&gt;
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots&lt;br /&gt;
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots&lt;br /&gt;
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
**The main &#039;&#039;&#039;players&#039;&#039;&#039; folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in &#039;&#039;Options&#039;&#039; screen &amp;gt; &#039;&#039;HUD Config&#039;&#039; screen. From this screen they can be also applied to player&#039;s HUD settings.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.HCF]] HUD configuration files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players&#039;&#039;&#039; main folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, [[%2A.HCF]] files can be generated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====images====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen, ie. the player&#039;s photograph.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
====multi====&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of multiplayer pilots.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PLR]] files. &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/multi&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, multi player data is generated and updated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====single====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of single player pilots.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Each pilot consists of several files:&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;One [[%2A.PL2]] file, (let&#039;s call it &#039;&#039;MyPilot.pl2&#039;&#039;), which contains main pilot data.&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form &#039;&#039;MyPilot.Campaign name.cs2&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/single&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, single player data is generated and updated by the game itself.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====squads====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable squadron insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia &#039;&#039;&#039;MUST&#039;&#039;&#039; be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;scripts&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.LUA]] and [[%2A.LC]] files. ???????&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===sounds===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.&lt;br /&gt;
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. &amp;lt;font color=cyan&amp;gt;But using them is not needed, all the sounds can go in the main folder.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In game sounds are used through [[Sounds.tbl]] table.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8b22k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
====16b11k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===tables===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Data tables which set the whole game behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.TBL]] tables.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Tables are just the most important thing for modders to know.&lt;br /&gt;
**There is a lot of useful info about them in [[Tables]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===text===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.TXT]] and [[%2A.NET]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===voice===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.&lt;br /&gt;
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.&lt;br /&gt;
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.&lt;br /&gt;
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.&lt;br /&gt;
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.&lt;br /&gt;
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.&lt;br /&gt;
**A &amp;quot;training&amp;quot; category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; All the speech kinds support these formats:&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====briefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====command_briefings====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; General command briefing speeches you can see before some missions. As example, the  first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.&lt;br /&gt;
&lt;br /&gt;
====debriefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====personas====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Random speech generated by flying ships or your command, for example to warn the player about &amp;quot;Bandit on your tail&amp;quot; or to praise him with &amp;quot;Good shoot!!&amp;quot; . This feature is used through [[Messages.tbl]] table.&lt;br /&gt;
&lt;br /&gt;
====special====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly &#039;&#039;send-message-list&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====training====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Identical to &#039;&#039;&#039;special&#039;&#039;&#039;, but used by Volition for training messages.&lt;br /&gt;
&lt;br /&gt;
==Loading order==&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.&lt;br /&gt;
&lt;br /&gt;
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. &#039;&#039;&#039;But always try to put every file in its right place&#039;&#039;&#039;. (You may see strange locations for some files, please don&#039;t use them).&lt;br /&gt;
&lt;br /&gt;
 /   (mve, avi, mpg, ogg)&lt;br /&gt;
 /data  (cfg, log, txt)&lt;br /&gt;
 /data/maps   (pcx, ani, eff, tga, jpg, dds)&lt;br /&gt;
 /data/text   (txt, net)&lt;br /&gt;
 /data/missions   (fs2, fc2, ntl, ssv)&lt;br /&gt;
 /data/models  (pof)&lt;br /&gt;
 /data/tables  (tbl, tbm)&lt;br /&gt;
 /data/sounds  (wav, ogg)&lt;br /&gt;
 /data/sounds/8b22k  (wav, ogg)&lt;br /&gt;
 /data/sounds/16b11k   (wav, ogg)&lt;br /&gt;
 /data/voice  ()&lt;br /&gt;
 /data/voice/briefing  (wav, ogg)&lt;br /&gt;
 /data/voice/command_briefings  (wav, ogg)&lt;br /&gt;
 /data/voice/debriefing  (wav, ogg)&lt;br /&gt;
 /data/voice/personas  (wav, ogg)&lt;br /&gt;
 /data/voice/special  (wav, ogg)&lt;br /&gt;
 /data/voice/training  (wav, ogg)&lt;br /&gt;
 /data/music  (wav, ogg)&lt;br /&gt;
 /data/movies  (mve, msb, avi, mpg, ogg)&lt;br /&gt;
 /data/interface  (pcx, ani, tga, dds)&lt;br /&gt;
 /data/fonts  (vf)&lt;br /&gt;
 /data/effects  (ani, eff, pcx, neb, tga, jpg, dds)&lt;br /&gt;
 /data/hud  (ani, pcx, tga, dds)&lt;br /&gt;
 /data/players  ()&lt;br /&gt;
 /data/players/images (pcx)&lt;br /&gt;
 /data/cache  (clr, tmp, ibx)&lt;br /&gt;
 /data/players  (hcf)&lt;br /&gt;
 /data/players/single  (pl2, cs2, plr, csg, css)&lt;br /&gt;
 /data/players/multi  (plr)&lt;br /&gt;
 /data/multidata  (pcx, fs2)&lt;br /&gt;
 /data/config  (cfg)&lt;br /&gt;
 /data/players/squads  (pcx)&lt;br /&gt;
 /data/demos  (fsd)&lt;br /&gt;
 /data/cbanims  (ani)&lt;br /&gt;
 /data/intelanims  (ani)&lt;br /&gt;
 /data/scripts  (lua, lc)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Development_Reference&amp;diff=20962</id>
		<title>Development Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Development_Reference&amp;diff=20962"/>
		<updated>2009-03-06T17:15:10Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: Link to deprecation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Getting the FreeSpace2: SCP Source Code|Getting the Source Code]]&lt;br /&gt;
* [[Sourcecode Reference]]&lt;br /&gt;
* [[Scripting API]]&lt;br /&gt;
* [[FS2_Open Lua Scripting]]&lt;br /&gt;
* [[OpenGL_Shaders_(GLSL)]]&lt;br /&gt;
* [[Deprecation|List (WIP) of deprecated game features]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
[http://scp.indiegames.us/ SCP Developers&#039; Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Deprecation&amp;diff=20961</id>
		<title>Deprecation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Deprecation&amp;diff=20961"/>
		<updated>2009-03-06T17:09:10Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: DirectX &amp;amp; AVI. -alpha_env, -2d_poof &amp;amp; -smart_shields flags.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a feature or function is deprecated, this means that future versions will not support it. Although it may work in current or older versions of the software, the relevant code will not be updated, and it will eventually be deleted outright. Projects that rely on deprecated features or functions should find another way to accomplish the same effect.&lt;br /&gt;
&lt;br /&gt;
== Deprecated Features ==&lt;br /&gt;
*DirectX API. The game now uses OpenGL.&lt;br /&gt;
*AVI format support used through system player. The game has built-in support for original uncompressed MVE format and compressed Theora OGG.&lt;br /&gt;
*It is no longer possible to use FreeSpace 1-style nebulae in [[Portal:FRED|FRED2]]. Setting up a nebula that way will crash the mission editor.&lt;br /&gt;
*The &#039;&#039;-htl&#039;&#039; flag is no longer necessary ever since FreeSpace Open 3.6(?).&lt;br /&gt;
*The &#039;&#039;-jpgtga&#039;&#039; command line parameter is no longer necessary since FreeSpace Open 3.6.10.&lt;br /&gt;
*The &#039;&#039;-alpha_env&#039;&#039; flag is always on.&lt;br /&gt;
*The &#039;&#039;-2d_poof&#039;&#039; flag is always on.&lt;br /&gt;
*Smart shield recharging (-smart_shield flag) has been converted into an Ai_profiles.tbl feature. It is no longer controlled through a command flag.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=20960</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=20960"/>
		<updated>2009-03-06T16:57:55Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (66). Each one of them can be identified trough its name with this key:&lt;br /&gt;
** &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled&lt;br /&gt;
** &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map&lt;br /&gt;
** &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps.&lt;br /&gt;
** &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps.&lt;br /&gt;
** &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] and it is affected by the alpha channel on the specular map.&lt;br /&gt;
** &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
** &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps.&lt;br /&gt;
** &#039;&#039;&#039;f&#039;&#039;&#039;: This value is in combination with the above possible combinations and is used for fog based lighting condition effects. (not to be confused with the -f that denotes Fragment Shaders)&lt;br /&gt;
** The &#039;&#039;&#039;-v&#039;&#039;&#039; files are Vertex Shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are Fragment Shaders.&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20951</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20951"/>
		<updated>2009-03-05T13:17:53Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients)&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]-. Both prevent the &#039;mirror&#039; effect as the game uses a fixed amount of environmental reflectiveness.)&lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models with have included its support, are stored in &#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834]&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;). Unless more info is stated, this kind of texture is depreciated or useless. Transparency is currently set through alpha channel (see further below).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environment mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
===New texture types within GLSL rendering===&lt;br /&gt;
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects, normal mapping and height/parallax mapping, and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-normal&#039;&#039;.xxx&#039;&#039;&#039; - This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-height&#039;&#039;.xxx&#039;&#039;&#039; - This is the height map used within the parallax displacement effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channels&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what get&#039;s generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20950</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20950"/>
		<updated>2009-03-05T13:16:28Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients)&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]-. Both prevent the &#039;mirror&#039; effect as the game uses a fixed amount of environmental reflectiveness.)&lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models with have included its support, are stored in &#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834]&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;). Unless more info is stated, this kind of texture is depreciated or useless. Transparency is currently set through alpha channel (see further below).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environment mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
===New texture types within GLSL rendering===&lt;br /&gt;
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects normal mapping and height/parallax mapping and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-normal&#039;&#039;.xxx&#039;&#039;&#039; - This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-height&#039;&#039;.xxx&#039;&#039;&#039; - This is the height map used within the parallax displacement effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channels&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what get&#039;s generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20949</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20949"/>
		<updated>2009-03-05T13:15:32Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients)&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]-. Both prevent the &#039;mirror&#039; effect as the game uses a fixed amount of environmental reflectiveness.)&lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models with have included its support, are stored in &#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834]&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;). Unless more info is stated, this kind of texture is depreciated useless. Transparency is currently set through alpha channel (see further below).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environment mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
===New texture types within GLSL rendering===&lt;br /&gt;
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects normal mapping and height/parallax mapping and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-normal&#039;&#039;.xxx&#039;&#039;&#039; - This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-height&#039;&#039;.xxx&#039;&#039;&#039; - This is the height map used within the parallax displacement effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channels&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what get&#039;s generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20948</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20948"/>
		<updated>2009-03-05T13:12:59Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients)&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]-. Both prevent the &#039;mirror&#039; effect as the game uses a fixed amount of environmental reflectiveness.)&lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models with have included its support, are stored in &#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834]&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environment mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
===New Texture types within GLSL rendering===&lt;br /&gt;
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects normal mapping and height/parallax mapping and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-normal&#039;&#039;.xxx&#039;&#039;&#039; - This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-height&#039;&#039;.xxx&#039;&#039;&#039; - This is the height map used within the parallax displacement effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channels&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what get&#039;s generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20947</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20947"/>
		<updated>2009-03-05T13:12:06Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients)&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]-. Both prevent the &#039;mirror&#039; effect as the game uses a fixed amount of environmental reflectiveness.)&lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models with have included its support, are stored in &#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834]&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environment mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
===New Texture types within GLSL rendering===&lt;br /&gt;
OpenGL has been improved in order to use shaders (GLSL) rather than fixed pipeline GPU functions. This enhancement has introduced two new effects normal mapping and height/parallax mapping and its associated auxiliary textures. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] section for more info about this new rendering system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-normal&#039;&#039;.xxx&#039;&#039;&#039; - This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-height&#039;&#039;.xxx&#039;&#039;&#039; - This is the height map used within the parallax displacement effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Animated Textures==&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Effect textures==&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alpha Channel management==&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channels&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what get&#039;s generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=20946</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=20946"/>
		<updated>2009-03-05T00:27:16Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphic engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly, there&#039;s no working card.&lt;br /&gt;
* You also need a set of shader files (see [[OpenGL_Shaders_(GLSL)#Description_of_shaders|below]]).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, if GLSL mode has been enabled, fixed render pipeline can be optionally switched on/off. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (67). Each one of them can be identified trough its name with this key:&lt;br /&gt;
** &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled&lt;br /&gt;
** &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map&lt;br /&gt;
** &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps.&lt;br /&gt;
** &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps.&lt;br /&gt;
** &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] and it is affected by the alpha channel on the specular map.&lt;br /&gt;
** &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
** &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps.&lt;br /&gt;
** The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20945</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20945"/>
		<updated>2009-03-05T00:07:55Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular map alpha channel.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height).&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-rlm====&lt;br /&gt;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn&#039;t exist as a flag any more.}}&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &lt;br /&gt;
It does the following changes to the normal FS2 engine behaviour:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder.&lt;br /&gt;
Otherwise ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OpenGL Only&#039;&#039;&#039;&#039;&#039;. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;mod.ini&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
 [multimod] &lt;br /&gt;
 PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &lt;br /&gt;
 SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&lt;br /&gt;
&lt;br /&gt;
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called &#039;&#039;MyMods&#039;&#039; and that shared resources like Media VPs are also in another folder called &#039;&#039;Resources&#039;&#039;. In this way you could have:&lt;br /&gt;
&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever1/&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever2/&lt;br /&gt;
*...&lt;br /&gt;
*/Freespace2/MyMods/ModWhateverx/&lt;br /&gt;
*/Freespace2/Resources/mediavps/&lt;br /&gt;
&lt;br /&gt;
Then imagine that you want to use &#039;&#039;ModWhatever1&#039;&#039; with &#039;&#039;mediavps&#039;&#039; enhacenment. Your mod flag should be set to &#039;&#039;&#039;-mod MyMods/ModWhatever1,Resources/mediavps&#039;&#039;&#039;. Like always, you could type this flag as a custom flag or you could select &#039;&#039;MyMods/ModWhatever1&#039;&#039; in Launcher MOD Tab and in its mod.ini file type:&lt;br /&gt;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter how this &#039;&#039;Mission.fs2&#039;&#039; is inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. No Launcher MOD tab is available for this use.&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behaviour - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behaviour - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a stand-alone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20944</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20944"/>
		<updated>2009-03-05T00:05:40Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular map alpha channel.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height).&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-rlm====&lt;br /&gt;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn&#039;t exist as a flag any more.}}&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &lt;br /&gt;
It does the following changes to the normal FS2 engine behaviour:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder.&lt;br /&gt;
Otherwise ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OpenGL Only&#039;&#039;&#039;&#039;&#039;. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;mod.ini&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
 [multimod] &lt;br /&gt;
 PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &lt;br /&gt;
 SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&lt;br /&gt;
&lt;br /&gt;
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called &#039;&#039;MyMods&#039;&#039; and that shared resources like Media VPs are also in another folder called &#039;&#039;Resources&#039;&#039;. In this way you could have:&lt;br /&gt;
&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever1/&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever2/&lt;br /&gt;
*...&lt;br /&gt;
*/Freespace2/MyMods/ModWhateverx/&lt;br /&gt;
*/Freespace2/Resources/mediavps/&lt;br /&gt;
&lt;br /&gt;
Then imagine that you want to use &#039;&#039;ModWhatever1&#039;&#039; with &#039;&#039;mediavps&#039;&#039; enhacenment. Your mod flag should be set to &#039;&#039;&#039;-mod MyMods/ModWhatever1,Resources/mediavps&#039;&#039;&#039;. Like always, you could type this flag as a custom flag or you could select &#039;&#039;MyMods/ModWhatever1&#039;&#039; in Launcher MOD Tab and in its mod.ini file type:&lt;br /&gt;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to just the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter how this &#039;&#039;Mission.fs2&#039;&#039; is inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. No Launcher MOD tab is available for this use.&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behaviour - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behaviour - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a stand-alone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20943</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20943"/>
		<updated>2009-03-05T00:04:22Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular map alpha channel.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height).&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-rlm====&lt;br /&gt;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn&#039;t exist as a flag any more.}}&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &lt;br /&gt;
It does the following changes to the normal FS2 engine behaviour:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder.&lt;br /&gt;
Otherwise ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OpenGL Only&#039;&#039;&#039;&#039;&#039;. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;mod.ini&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
 [multimod] &lt;br /&gt;
 PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &lt;br /&gt;
 SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&lt;br /&gt;
&lt;br /&gt;
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called &#039;&#039;MyMods&#039;&#039; and that shared resources like Media VPs are also in another folder called &#039;&#039;Resources&#039;&#039;. In this way you could have:&lt;br /&gt;
&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever1/&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever2/&lt;br /&gt;
*...&lt;br /&gt;
*/Freespace2/MyMods/ModWhateverx/&lt;br /&gt;
*/Freespace2/Resources/mediavps/&lt;br /&gt;
&lt;br /&gt;
Then imagine that you want to use &#039;&#039;ModWhatever1&#039;&#039; with &#039;&#039;mediavps&#039;&#039; enhacenment. Your mod flag should be set to &#039;&#039;&#039;-mod MyMods/ModWhatever1,Resources/mediavps&#039;&#039;&#039;. Like always, you could type this flag as a custom flag or you could select &#039;&#039;MyMods/ModWhatever1&#039;&#039; in Launcher MOD Tab and in its mod.ini file type:&lt;br /&gt;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by order specified in the -mod flag. The lowest priority goes to just the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter how this &#039;&#039;Mission.fs2&#039;&#039; is inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. No Launcher MOD tab is available for this use.&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behaviour - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behaviour - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a stand-alone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20942</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20942"/>
		<updated>2009-03-04T23:59:24Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular map alpha channel.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height).&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-rlm====&lt;br /&gt;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn&#039;t exist as a flag any more.}}&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &lt;br /&gt;
It does the following changes to the normal FS2 engine behaviour:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder.&lt;br /&gt;
Otherwise ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OpenGL Only&#039;&#039;&#039;&#039;&#039;. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;mod.ini&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
 [multimod] &lt;br /&gt;
 PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &lt;br /&gt;
 SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&lt;br /&gt;
&lt;br /&gt;
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called &#039;&#039;MyMods&#039;&#039; and that shared resources like Media VPs are also in another folder called &#039;&#039;Resources&#039;&#039;. In this way you could have:&lt;br /&gt;
&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever1/&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever2/&lt;br /&gt;
*...&lt;br /&gt;
*/Freespace2/MyMods/ModWhateverx/&lt;br /&gt;
*/Freespace2/Resources/mediavps/&lt;br /&gt;
&lt;br /&gt;
Then imagine that you want to use &#039;&#039;ModWhatever1&#039;&#039; with &#039;&#039;mediavps&#039;&#039; enhacenment. Your mod flag should be set to &#039;&#039;&#039;-mod MyMods/ModWhatever1,Resources/mediavps&#039;&#039;&#039;. Like always, you could type this flag as a custom flag or you could select &#039;&#039;MyMods/ModWhatever1&#039;&#039; in Launcher MOD Tab and in its mod.ini file type:&lt;br /&gt;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
As already said, within the different directories, the data precedence is set by order specified in the -mod flag. The lowest priority goes to just the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter how this &#039;&#039;Mission.fs2&#039;&#039; is inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. No Launcher MOD tab is available for this use.&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behaviour - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behaviour - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a stand-alone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=20941</id>
		<title>FS2 Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=20941"/>
		<updated>2009-03-04T23:53:12Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
::&amp;lt;font color=red&amp;gt;Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.&lt;br /&gt;
&lt;br /&gt;
Like all your applications you&#039;ll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder &#039;&#039;&#039;/freespace2&#039;&#039;&#039;, although it can have any other name (&#039;&#039;/fs2&#039;&#039;, &#039;&#039;/fspace2&#039;&#039;, or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):&lt;br /&gt;
#Unpacked, ie. individual files, inside &#039;&#039;&#039;data&#039;&#039;&#039; folder within FreeSpace 2 installation folder, ie. in &#039;&#039;&#039;/freespace2/data&#039;&#039;&#039;. (&#039;&#039;&#039;data&#039;&#039;&#039; name is compulsory).&amp;lt;br&amp;gt;Inside &#039;&#039;&#039;data&#039;&#039;&#039; folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of &#039;&#039;&#039;data&#039;&#039;&#039; subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:&lt;br /&gt;
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.&lt;br /&gt;
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.&lt;br /&gt;
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.&lt;br /&gt;
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).&lt;br /&gt;
#*[[FS2_Data_Structure#music|music]] contains all the music files.&lt;br /&gt;
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.&lt;br /&gt;
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.&lt;br /&gt;
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.&lt;br /&gt;
#Packed in vp archives. This kind of archives just contain individual files in a similar way as &amp;quot;normal&amp;quot; archives like rar or zip do. They are placed in &#039;&#039;&#039;/freespace2&#039;&#039;&#039; folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon&#039;s Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You&#039;ve got two versions of it in [http://www.descent-network.com/descman Descent Network download page]&amp;lt;br&amp;gt;vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):&lt;br /&gt;
#*root_fs2.vp: Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].&lt;br /&gt;
#*smarty_fs2.vp: [[FS2_Data_Structure#intelanims|Intelligence animations]].&lt;br /&gt;
#*sparky_fs2.vp: Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.&lt;br /&gt;
#*sparky_hi_fs2.vp: Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).&lt;br /&gt;
#*stu_fs2.vp: [[FS2_Data_Structure#voice|Voice]] data.&lt;br /&gt;
#*tango1_fs2.vp: 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango2_fs2.vp: 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango3_fs2.vp: 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*warble_fs2.vp: [[FS2_Data_Structure#music|Music]] data.&lt;br /&gt;
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;One of the most important SCP fs2_open additions:&#039;&#039;&#039; Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important consequence of having several available locations for game data, is that several versions of each file can exist. &#039;&#039;&#039;There&#039;s a priority order between different locations&#039;&#039;&#039; as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, &#039;&#039;&#039;only the highest priority version of each file will be used&#039;&#039;&#039;. This feature allows the user to quickly replace existing &#039;&#039;mission.fs2&#039;&#039; or &#039;&#039;ShipModel.pof&#039;&#039; by new or improved versions, placing them in a higher priority place. There&#039;s no need to remove obsolete files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the &#039;&#039;highest&#039;&#039; priority /data folder structure.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==data subfolders==&lt;br /&gt;
&lt;br /&gt;
===cache===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to &#039;&#039;&amp;quot;compile&amp;quot;&#039;&#039; them in order to use them. So each original &#039;&#039;AnyShip.pof&#039;&#039; generates one compiled and ready to use &#039;&#039;AnyShip.ibx&#039;&#039; file &amp;lt;font color=red&amp;gt;(and also one &#039;&#039;AnyShip.tsb&#039;&#039; in SCP fs2_open)&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &lt;br /&gt;
**Retail: [[%2A.IBX]] model cache files.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.CLR]] and [[%2A.TMP]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**The content of this folder can be autogenerated by FS2.&lt;br /&gt;
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.&lt;br /&gt;
**FS2 detects model upgrades so it rebuilds cache files if they don&#039;t match. BUT sometimes corrupted  cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===cbanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Command and mission briefing animations. (They are assigned to missions through FRED2 editor).&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===config===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.CFG]] files&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===demos===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is probably where recordable demos would have been saved.  If you look in the source code, there are functions in place to record events and play the recordings back at a later time.  This code is does not (and in all likelyhood will never) work.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.FSD]] (FreeSpace Demo) files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Bitmaps and animations for every game effect:&lt;br /&gt;
**All the explosions and weapon effects.&lt;br /&gt;
**Damage smoke animation.&lt;br /&gt;
**Particle animations.&lt;br /&gt;
**Thruster glows and &amp;lt;font color=red&amp;gt;afterburner trails&amp;lt;/font&amp;gt;.&lt;br /&gt;
**All the background images, sun bitmaps, &amp;lt;font color=red&amp;gt;sun glares&amp;lt;/font&amp;gt; and space motion debris (see [[Stars.tbl]] table).&lt;br /&gt;
**Warp-in / warp-out animations.&lt;br /&gt;
**Anything more you can think of in this category. If you have a texture which you know it doesn&#039;t belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NEB]] files ?????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others  is hardcoded, (example particlesmoke01).&lt;br /&gt;
**Not all the effects support animations. Example background bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===fonts===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.VF]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===force feedback===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===freddocs===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is where the help files for FRED are stored.  Since the help files are viewed in a web browser, they were not able to be stored in the VP files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; *.html, *.gif, *.jpg, *.png.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===hud===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] and [[%2A.ANI]].&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Most of this folder contents have a hardcoded name.&lt;br /&gt;
**Most of this folder contents are &amp;quot;false&amp;quot; animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===intelanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Intelligence animations used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Intelligence&#039;&#039; section. They are used through [[Species.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===interface===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
**All the game screens and optional mission loading screens.&lt;br /&gt;
**All the button, mouse and icon bitmaps.&lt;br /&gt;
**Map ship icons in &#039;&#039;Briefing&#039;&#039; screen.&lt;br /&gt;
**Ship and weapon animations in &#039;&#039;Ship selection&#039;&#039; and &#039;&#039;Weapon loadout&#039;&#039; screens. These weapon animations are also used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Weapons&#039;&#039; section.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d launcher flag]]. With this flag, only primary weapon animations are needed in &#039;&#039;Weapon loadout&#039;&#039; screen. There&#039;s no need for ship or secondary weapon animations. Even, some mods need a compulsory use of this flag because they have no available animations for their ships or missiles.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;&amp;lt;font color=cyan&amp;gt;As an exception, fs2_open doesn&#039;t require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===maps===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to &amp;quot;paint&amp;quot; their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don&#039;t have embedded textures. All their used textures are read from this folder.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===missions===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the mission and campaign files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NTL]] and [[%2A.SSV]] files ????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In &#039;&#039;Mission Simulator&#039;&#039; screen, &#039;&#039;Single Missions&#039;&#039; are just available [[%2A.FS2]] mission files which are not pointed by any of the available  [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===models===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, &amp;lt;font color=red&amp;gt;3D shockwaves, 3D warp-in/warp-out effects and background star-holding model&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.POF]] model files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;movies&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game cutscenes.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.MSB]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.&lt;br /&gt;
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is not guaranteed in future fs2_open versions.&lt;br /&gt;
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.&lt;br /&gt;
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called &#039;&#039;&#039;Intro&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===multidata===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.PCX]] and [[%2A.FS2]] files. ???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===music===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Music files used through [[Music.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===players===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All game player data. &lt;br /&gt;
**It has 4 subfolders, each one has a deeper explanation below:&lt;br /&gt;
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots&lt;br /&gt;
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots&lt;br /&gt;
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
**The main &#039;&#039;&#039;players&#039;&#039;&#039; folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in &#039;&#039;Options&#039;&#039; screen &amp;gt; &#039;&#039;HUD Config&#039;&#039; screen. From this screen they can be also applied to player&#039;s HUD settings.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.HCF]] HUD configuration files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players&#039;&#039;&#039; main folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, [[%2A.HCF]] files can be generated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====images====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen, ie. the player&#039;s photograph.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
====multi====&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of multiplayer pilots.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PLR]] files. &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/multi&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, multi player data is generated and updated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====single====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of single player pilots.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Each pilot consists of several files:&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;One [[%2A.PL2]] file, (let&#039;s call it &#039;&#039;MyPilot.pl2&#039;&#039;), which contains main pilot data.&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form &#039;&#039;MyPilot.Campaign name.cs2&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/single&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, single player data is generated and updated by the game itself.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====squads====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable squadron insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia &#039;&#039;&#039;MUST&#039;&#039;&#039; be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;scripts&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.LUA]] and [[%2A.LC]] files. ???????&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===sounds===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.&lt;br /&gt;
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. &amp;lt;font color=cyan&amp;gt;But using them is not needed, all the sounds can go in the main folder.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In game sounds are used through [[Sounds.tbl]] table.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8b22k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
====16b11k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===tables===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Data tables which set the whole game behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.TBL]] tables.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Tables are just the most important thing for modders to know.&lt;br /&gt;
**There is a lot of useful info about them in [[Tables]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===text===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.TXT]] and [[%2A.NET]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===voice===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.&lt;br /&gt;
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.&lt;br /&gt;
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.&lt;br /&gt;
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.&lt;br /&gt;
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.&lt;br /&gt;
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.&lt;br /&gt;
**A &amp;quot;training&amp;quot; category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; All the speech kinds support these formats:&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====briefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====command_briefings====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; General command briefing speeches you can see before some missions. As example, the  first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.&lt;br /&gt;
&lt;br /&gt;
====debriefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====personas====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Random speech generated by flying ships or your command, for example to warn the player about &amp;quot;Bandit on your tail&amp;quot; or to praise him with &amp;quot;Good shoot!!&amp;quot; . This feature is used through [[Messages.tbl]] table.&lt;br /&gt;
&lt;br /&gt;
====special====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly &#039;&#039;send-message-list&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====training====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Identical to &#039;&#039;&#039;special&#039;&#039;&#039;, but used by Volition for training messages.&lt;br /&gt;
&lt;br /&gt;
==Loading order==&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.&lt;br /&gt;
&lt;br /&gt;
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. &#039;&#039;&#039;But always try to put every file in its right place&#039;&#039;&#039;. (You may see strange locations for some files, please don&#039;t use them).&lt;br /&gt;
&lt;br /&gt;
 /   (mve, avi, mpg, ogg)&lt;br /&gt;
 /data  (cfg, log, txt)&lt;br /&gt;
 /data/maps   (pcx, ani, eff, tga, jpg, dds)&lt;br /&gt;
 /data/text   (txt, net)&lt;br /&gt;
 /data/missions   (fs2, fc2, ntl, ssv)&lt;br /&gt;
 /data/models  (pof)&lt;br /&gt;
 /data/tables  (tbl, tbm)&lt;br /&gt;
 /data/sounds  (wav, ogg)&lt;br /&gt;
 /data/sounds/8b22k  (wav, ogg)&lt;br /&gt;
 /data/sounds/16b11k   (wav, ogg)&lt;br /&gt;
 /data/voice  ()&lt;br /&gt;
 /data/voice/briefing  (wav, ogg)&lt;br /&gt;
 /data/voice/command_briefings  (wav, ogg)&lt;br /&gt;
 /data/voice/debriefing  (wav, ogg)&lt;br /&gt;
 /data/voice/personas  (wav, ogg)&lt;br /&gt;
 /data/voice/special  (wav, ogg)&lt;br /&gt;
 /data/voice/training  (wav, ogg)&lt;br /&gt;
 /data/music  (wav, ogg)&lt;br /&gt;
 /data/movies  (mve, msb, avi, mpg, ogg)&lt;br /&gt;
 /data/interface  (pcx, ani, tga, dds)&lt;br /&gt;
 /data/fonts  (vf)&lt;br /&gt;
 /data/effects  (ani, eff, pcx, neb, tga, jpg, dds)&lt;br /&gt;
 /data/hud  (ani, pcx, tga, dds)&lt;br /&gt;
 /data/players  ()&lt;br /&gt;
 /data/players/images (pcx)&lt;br /&gt;
 /data/cache  (clr, tmp, ibx)&lt;br /&gt;
 /data/players  (hcf)&lt;br /&gt;
 /data/players/single  (pl2, cs2, plr, csg, css)&lt;br /&gt;
 /data/players/multi  (plr)&lt;br /&gt;
 /data/multidata  (pcx, fs2)&lt;br /&gt;
 /data/config  (cfg)&lt;br /&gt;
 /data/players/squads  (pcx)&lt;br /&gt;
 /data/demos  (fsd)&lt;br /&gt;
 /data/cbanims  (ani)&lt;br /&gt;
 /data/intelanims  (ani)&lt;br /&gt;
 /data/scripts  (lua, lc)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20940</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=20940"/>
		<updated>2009-03-04T23:47:38Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular map alpha channel.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height).&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-rlm====&lt;br /&gt;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn&#039;t exist as a flag any more.}}&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen. &lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &lt;br /&gt;
It does the following changes to the normal FS2 engine behaviour:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder.&lt;br /&gt;
Otherwise ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OpenGL Only&#039;&#039;&#039;&#039;&#039;. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;mod.ini&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
 [multimod] &lt;br /&gt;
 PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &lt;br /&gt;
 SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&lt;br /&gt;
&lt;br /&gt;
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called &#039;&#039;MyMods&#039;&#039; and that shared resources like Media VPs are also in another folder called &#039;&#039;Resources&#039;&#039;. In this way you could have:&lt;br /&gt;
&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever1/&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever2/&lt;br /&gt;
*...&lt;br /&gt;
*/Freespace2/MyMods/ModWhateverx/&lt;br /&gt;
*/Freespace2/Resources/mediavps/&lt;br /&gt;
&lt;br /&gt;
Then imagine that you want to use &#039;&#039;ModWhatever1&#039;&#039; with &#039;&#039;mediavps&#039;&#039; enhacenment. Your mod flag should be set to &#039;&#039;&#039;-mod MyMods/ModWhatever1,Resources/mediavps&#039;&#039;&#039;. Like always, you could type this flag as a custom flag or you could select &#039;&#039;MyMods/ModWhatever1&#039;&#039; in Launcher MOD Tab and in its mod.ini file type:&lt;br /&gt;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter how this &#039;&#039;Mission.fs2&#039;&#039; is inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. No Launcher MOD tab is available for this use.&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behaviour - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behaviour - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a stand-alone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20939</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20939"/>
		<updated>2009-03-04T23:45:40Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients)&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]-. Both prevent the &#039;mirror&#039; effect as the game uses a fixed amount of environmental reflectiveness.)&lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models with have included its support, are stored in &#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834]&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environment mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
==The following requires 3.6.10 builds and SM 3.0 GLSL capable cards to use!==&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-normal&#039;&#039;.xxx&#039;&#039;&#039; - This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-height&#039;&#039;.xxx&#039;&#039;&#039; - This is the height map used within the parallax displacement effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channels&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what get&#039;s generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Development_Reference&amp;diff=20934</id>
		<title>Development Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Development_Reference&amp;diff=20934"/>
		<updated>2009-03-04T18:09:25Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Getting the FreeSpace2: SCP Source Code|Getting the Source Code]]&lt;br /&gt;
* [[Sourcecode Reference]]&lt;br /&gt;
* [[Scripting API]]&lt;br /&gt;
* [[FS2_Open Lua Scripting]]&lt;br /&gt;
* [[OpenGL_Shaders_(GLSL)]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
[http://scp.indiegames.us/ SCP Developers&#039; Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=20933</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=20933"/>
		<updated>2009-03-04T18:09:02Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: New page: &amp;lt;font color=yellow&amp;gt;&amp;#039;&amp;#039;&amp;#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&amp;#039;&amp;#039;&amp;#039;&amp;lt;/font&amp;gt;  ==Introduction== As most of users know, FS2_Open has been ported to OpenGL API from its origi...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
As most of users know, FS2_Open has been ported to OpenGL API from its original DirectX API. Since 3.6.9. builds, OpenGL has been the preferred API and DirectX support is not guaranteed anymore in future builds. Eventually, DirectX support might be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In addition, starting with 3.6.10. nightly test builds, the graphics engine has been enhanced in order to use shaders following the OpenGL Shading Language (GLSL). This new rendering add-on has allowed the inclusion of normal and parallax mapping effects and a general improvement in the game looking with nearly no performance loss (or even with performance gains). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
* Because of the used shader code, a Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
** nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
** ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
** Others (Intel included): Possibly none.&lt;br /&gt;
* You also need a set of shader files (see below).&lt;br /&gt;
* If your card is not SM3.0 capable or you don&#039;t have the needed shader files, the game will automatically fall back to legacy fixed render pipeline, (you will lose normal and parallax effect).&lt;br /&gt;
* Legacy fixed render pipeline can be also forced through [[Command-Line_Reference#-no_glsl|-no_glsl flag]]. This flag is useful for troubleshooting or performance tests.&lt;br /&gt;
* Within F3 lab, fixed render pipeline can be also switched on/off when running in GLSL mode. In this way, shader vs. legacy rendering quality can be evaluated. Nevertheless, this setting is restricted to F3 lab, the rest of the game will continue using GLSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Handmade use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mac users===&lt;br /&gt;
Shaders don&#039;t seem to run fine in Macs. Expect some troubles specially with env mapping.&lt;br /&gt;
Here you have some interesting reports from Mantis:&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1855 Mantis 1855]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1858 Mantis 1858]&lt;br /&gt;
* [http://scp.indiegames.us/mantis/view.php?id=1881 Mantis 1881]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine. Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They must be plain text formated.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The game uses a fixed number of shaders (67). Each one of them can be identified trough its name with this key:&lt;br /&gt;
** &#039;&#039;&#039;l&#039;&#039;&#039;: lighting enabled&lt;br /&gt;
** &#039;&#039;&#039;b&#039;&#039;&#039;: uses base/diffuse map&lt;br /&gt;
** &#039;&#039;&#039;g&#039;&#039;&#039;: glow map. As always, this effect is switched on by [[Command-Line_Reference#-glow|-glow flag]] and it needs associated glow maps.&lt;br /&gt;
** &#039;&#039;&#039;s&#039;&#039;&#039;: specular map. As always, this effect is switched on by [[Command-Line_Reference#-spec|-spec flag]] and it needs associated specular maps.&lt;br /&gt;
** &#039;&#039;&#039;e&#039;&#039;&#039;: environment map. As always, this effect is switched on by [[Command-Line_Reference#-env|-env flag]] and it is affected by the alpha channel on the specular map.&lt;br /&gt;
** &#039;&#039;&#039;n&#039;&#039;&#039;: normal map. This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-normal|-normal flag]] and new normal maps.&lt;br /&gt;
** &#039;&#039;&#039;h&#039;&#039;&#039;: height map (parallax mapping). This effect only exists in GLSL mode. It needs the usage of [[Command-Line_Reference#-height|-height flag]] AND [[Command-Line_Reference#-normal|-normal flag]]. So you cannot have parallax mapping without normal mapping. It also needs the usage of new height maps.&lt;br /&gt;
** The &#039;&#039;&#039;-v&#039;&#039;&#039; files are vertex shaders, the &#039;&#039;&#039;-f&#039;&#039;&#039; files are fragment shaders.&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=20489</id>
		<title>FS2 Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Data_Structure&amp;diff=20489"/>
		<updated>2009-01-24T08:09:50Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: Update info about squadron insignias format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;WARNING: THIS PAGE HAS BEEN WRITTEN WITHOUT EXPERT REVISION!!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although some expert hand should revise all the page, where the writer HAS more doubts is marked in blue colour.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
::&amp;lt;font color=red&amp;gt;Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... Freespace2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.&lt;br /&gt;
&lt;br /&gt;
Like all your applications you&#039;ll have Freespace 2 installed in one folder in your hard disk drive. We will call this folder &#039;&#039;&#039;/freespace2&#039;&#039;&#039;, although it can have any other name (&#039;&#039;/fs2&#039;&#039;, &#039;&#039;/fspace2&#039;&#039;, or whatever). Inside this folder, Freespace 2 stores all its game data in three places (retail version just in two):&lt;br /&gt;
#Unpacked, ie. individual files, inside &#039;&#039;&#039;data&#039;&#039;&#039; folder within Freespace 2 installation folder, ie. in &#039;&#039;&#039;/freespace2/data&#039;&#039;&#039;. (&#039;&#039;&#039;data&#039;&#039;&#039; name is compulsory).&amp;lt;br&amp;gt;Inside &#039;&#039;&#039;data&#039;&#039;&#039; folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of &#039;&#039;&#039;data&#039;&#039;&#039; subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:&lt;br /&gt;
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.&lt;br /&gt;
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.&lt;br /&gt;
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.&lt;br /&gt;
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).&lt;br /&gt;
#*[[FS2_Data_Structure#music|music]] contains all the music files.&lt;br /&gt;
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.&lt;br /&gt;
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.&lt;br /&gt;
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.&lt;br /&gt;
#Packed in vp archives. This kind of archives just contain individual files in a similar way as &amp;quot;normal&amp;quot; archives like rar or zip do. They are placed in &#039;&#039;&#039;/freespace2&#039;&#039;&#039; folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon&#039;s Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You&#039;ve got two versions of it in [http://www.descent-network.com/descman Descent Network download page]&amp;lt;br&amp;gt;vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):&lt;br /&gt;
#*root_fs2.vp: Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].&lt;br /&gt;
#*smarty_fs2.vp: [[FS2_Data_Structure#intelanims|Intelligence animations]].&lt;br /&gt;
#*sparky_fs2.vp: Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.&lt;br /&gt;
#*sparky_hi_fs2.vp: Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).&lt;br /&gt;
#*stu_fs2.vp: [[FS2_Data_Structure#voice|Voice]] data.&lt;br /&gt;
#*tango1_fs2.vp: 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango2_fs2.vp: 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*tango3_fs2.vp: 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].&lt;br /&gt;
#*warble_fs2.vp: [[FS2_Data_Structure#music|Music]] data.&lt;br /&gt;
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;One of the most important SCP fs2_open additions:&#039;&#039;&#039; Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important consequence of having several available locations for game data, is that several versions of each file can exist. &#039;&#039;&#039;There&#039;s a priority order between different locations&#039;&#039;&#039; as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, &#039;&#039;&#039;only the highest priority version of each file will be used&#039;&#039;&#039;. This feature allows the user to quickly replace existing &#039;&#039;mission.fs2&#039;&#039; or &#039;&#039;ShipModel.pof&#039;&#039; by new or improved versions, placing them in a higher priority place. There&#039;s no need to remove obsolete files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the &#039;&#039;highest&#039;&#039; priority /data folder structure.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==data subfolders==&lt;br /&gt;
&lt;br /&gt;
===cache===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Model cache files. [[FS2_Data_Structure#models|models]] folder contains raw [[%2A.POF]] 3D model files. But the game has to &#039;&#039;&amp;quot;compile&amp;quot;&#039;&#039; them in order to use them. So each original &#039;&#039;AnyShip.pof&#039;&#039; generates one compiled and ready to use &#039;&#039;AnyShip.ibx&#039;&#039; file &amp;lt;font color=red&amp;gt;(and also one &#039;&#039;AnyShip.tsb&#039;&#039; in SCP fs2_open)&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &lt;br /&gt;
**Retail: [[%2A.IBX]] model cache files.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.TSB]] files which contain associated normal map data, (since 3.6.10 version).&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.CLR]] and [[%2A.TMP]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**The content of this folder can be autogenerated by FS2.&lt;br /&gt;
**Generating cache files takes a bit of time. If you release a pack or mod with a lot of new models, providing their cache files too is a good idea because, on the very first run afterwards, the game will seem hung while it is generating them.&lt;br /&gt;
**FS2 detects model upgrades so it rebuilds cache files if they don&#039;t match. BUT sometimes corrupted  cache files can cause problems. So sometimes, while debugging or trying to solve problems, deleting cache contents can be useful. (See also [[Command-Line_Reference#-noibx|-noibx launcher flag help]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===cbanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Command and mission briefing animations. (They are assigned to missions through FRED2 editor).&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===config===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.CFG]] files&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===demos===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is probably where recordable demos would have been saved.  If you look in the source code, there are functions in place to record events and play the recordings back at a later time.  This code is does not (and in all likelyhood will never) work.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.FSD]] (FreeSpace Demo) files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===effects===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Bitmaps and animations for every game effect:&lt;br /&gt;
**All the explosions and weapon effects.&lt;br /&gt;
**Damage smoke animation.&lt;br /&gt;
**Particle animations.&lt;br /&gt;
**Thruster glows and &amp;lt;font color=red&amp;gt;afterburner trails&amp;lt;/font&amp;gt;.&lt;br /&gt;
**All the background images, sun bitmaps, &amp;lt;font color=red&amp;gt;sun glares&amp;lt;/font&amp;gt; and space motion debris (see [[Stars.tbl]] table).&lt;br /&gt;
**Warp-in / warp-out animations.&lt;br /&gt;
**Anything more you can think of in this category. If you have a texture which you know it doesn&#039;t belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: Both formats and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] for bitmaps, and [[%2A.EFF]] for animations.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NEB]] files ?????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others  is hardcoded, (example particlesmoke01).&lt;br /&gt;
**Not all the effects support animations. Example background bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===fonts===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.VF]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===force feedback===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===freddocs===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; This is where the help files for FRED are stored.  Since the help files are viewed in a web browser, they were not able to be stored in the VP files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; *.html, *.gif, *.jpg, *.png.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===hud===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] and [[%2A.ANI]].&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Most of this folder contents have a hardcoded name.&lt;br /&gt;
**Most of this folder contents are &amp;quot;false&amp;quot; animations. It means that the [[%2A.ANI]] file is only used to pack several related bitmaps. Example: every ship shield graphic uses five bitmaps, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===intelanims===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Intelligence animations used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Intelligence&#039;&#039; section. They are used through [[Species.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.ANI]] animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===interface===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
**All the game screens and optional mission loading screens.&lt;br /&gt;
**All the button, mouse and icon bitmaps.&lt;br /&gt;
**Map ship icons in &#039;&#039;Briefing&#039;&#039; screen.&lt;br /&gt;
**Ship and weapon animations in &#039;&#039;Ship selection&#039;&#039; and &#039;&#039;Weapon loadout&#039;&#039; screens. These weapon animations are also used in &#039;&#039;Technical Database&#039;&#039; &amp;gt; &#039;&#039;Weapons&#039;&#039; section.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former ones and [[%2A.DDS]] and [[%2A.TGA]] formats.&amp;lt;font color=cyan&amp;gt;Is jpg supported here? Are dds, jpg and tga fully supported for everything?&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d launcher flag]]. With this flag, only primary weapon animations are needed in &#039;&#039;Weapon loadout&#039;&#039; screen. There&#039;s no need for ship or secondary weapon animations. Even, some mods need a compulsory use of this flag because they have no available animations for their ships or missiles.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;&amp;lt;font color=cyan&amp;gt;As an exception, fs2_open doesn&#039;t require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]] for intro splash screen. But the rest of [[%2A.TGA]] format usage needs it (until version 3.6.9.).&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===maps===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to &amp;quot;paint&amp;quot; their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don&#039;t have embedded textures. All their used textures are read from this folder.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open: The former one and [[%2A.DDS]], [[%2A.JPG]] and [[%2A.TGA]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**See [[Texturing]] section for important info about this aspect of the game.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.&lt;br /&gt;
**Till version 3.6.9. (included), [[%2A.JPG]] and [[%2A.TGA]] formats require the usage of [[Command-Line_Reference#-jpgtga|-jpgtga launcher flag]]. If not used they will be ignored. From this version, all the supported formats are always used.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===missions===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the mission and campaign files.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.NTL]] and [[%2A.SSV]] files ????? &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In &#039;&#039;Mission Simulator&#039;&#039; screen, &#039;&#039;Single Missions&#039;&#039; are just available [[%2A.FS2]] mission files which are not pointed by any of the available  [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===models===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, &amp;lt;font color=red&amp;gt;3D shockwaves, 3D warp-in/warp-out effects and background star-holding model&amp;lt;/font&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.POF]] model files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;movies&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game cutscenes.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.MSB]] files ????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.&lt;br /&gt;
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is not guaranteed in future fs2_open versions.&lt;br /&gt;
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.&lt;br /&gt;
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called &#039;&#039;&#039;Intro&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===multidata===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.PCX]] and [[%2A.FS2]] files. ???????&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===music===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Music files used through [[Music.tbl]] table.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===players===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All game player data. &lt;br /&gt;
**It has 4 subfolders, each one has a deeper explanation below:&lt;br /&gt;
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots&lt;br /&gt;
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots&lt;br /&gt;
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
**The main &#039;&#039;&#039;players&#039;&#039;&#039; folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in &#039;&#039;Options&#039;&#039; screen &amp;gt; &#039;&#039;HUD Config&#039;&#039; screen. From this screen they can be also applied to player&#039;s HUD settings.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.HCF]] HUD configuration files.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players&#039;&#039;&#039; main folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, [[%2A.HCF]] files can be generated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====images====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable appearances of the player in &#039;&#039;Barracks&#039;&#039; screen, ie. the player&#039;s photograph.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PCX]] bitmaps.&lt;br /&gt;
&lt;br /&gt;
====multi====&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of multiplayer pilots.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=cyan&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; [[%2A.PLR]] files. &amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/multi&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, multi player data is generated and updated by the game itself.&lt;br /&gt;
&lt;br /&gt;
====single====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Game data of single player pilots.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Each pilot consists of several files:&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;One [[%2A.PL2]] file, (let&#039;s call it &#039;&#039;MyPilot.pl2&#039;&#039;), which contains main pilot data.&amp;lt;/font&amp;gt;&lt;br /&gt;
***&amp;lt;font color=cyan&amp;gt;Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form &#039;&#039;MyPilot.Campaign name.cs2&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;[[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files ??????.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;Only &#039;&#039;&#039;/freespace2/data/players/single&#039;&#039;&#039; folder &#039;&#039;&#039;is used&#039;&#039;&#039; despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.&amp;lt;/font&amp;gt;&lt;br /&gt;
**Of course, single player data is generated and updated by the game itself.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Do not use pilot names longer than XXXXXX. The game has problems with them, ie. use short pilot names.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====squads====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Selectable squadron insignias of the player in &#039;&#039;Barracks&#039;&#039; screen.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.PCX]] bitmaps.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;fs2_open: At least [[%2A.DDS]] bitmaps can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia &#039;&#039;&#039;MUST&#039;&#039;&#039; be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=red&amp;gt;scripts&amp;lt;/font&amp;gt;===&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.LUA]] and [[%2A.LC]] files. ???????&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===sounds===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.&lt;br /&gt;
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. &amp;lt;font color=cyan&amp;gt;But using them is not needed, all the sounds can go in the main folder.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**In game sounds are used through [[Sounds.tbl]] table.&lt;br /&gt;
**&amp;lt;font color=cyan&amp;gt;Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8b22k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
====16b11k====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===tables===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Data tables which set the whole game behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039;&lt;br /&gt;
**Retail: [[%2A.TBL]] tables.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Tables are just the most important thing for modders to know.&lt;br /&gt;
**There is a lot of useful info about them in [[Tables]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===text===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;???????&amp;lt;/font&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; &amp;lt;font color=cyan&amp;gt;[[%2A.TXT]] and [[%2A.NET]] files.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===voice===&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.&lt;br /&gt;
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.&lt;br /&gt;
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.&lt;br /&gt;
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.&lt;br /&gt;
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.&lt;br /&gt;
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.&lt;br /&gt;
**A &amp;quot;training&amp;quot; category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.&lt;br /&gt;
*&#039;&#039;&#039;Supported files:&#039;&#039;&#039; All the speech kinds support these formats:&lt;br /&gt;
**Retail: PCM [[%2A.WAV]] sound clips &amp;lt;font color=cyan&amp;gt;up to 16bit - 22kHz - 2 channels&amp;lt;/font&amp;gt;.&lt;br /&gt;
**&amp;lt;font color=red&amp;gt;SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====briefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====command_briefings====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; General command briefing speeches you can see before some missions. As example, the  first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.&lt;br /&gt;
&lt;br /&gt;
====debriefing====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.&lt;br /&gt;
&lt;br /&gt;
====personas====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Random speech generated by flying ships or your command, for example to warn the player about &amp;quot;Bandit on your tail&amp;quot; or to praise him with &amp;quot;Good shoot!!&amp;quot; . This feature is used through [[Messages.tbl]] table.&lt;br /&gt;
&lt;br /&gt;
====special====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly &#039;&#039;send-message-list&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====training====&lt;br /&gt;
*&#039;&#039;&#039;Contents:&#039;&#039;&#039; Identical to &#039;&#039;&#039;special&#039;&#039;&#039;, but used by Volition for training messages.&lt;br /&gt;
&lt;br /&gt;
==Loading order==&lt;br /&gt;
&amp;lt;font color=cyan&amp;gt;Although each kind of game data has its right folder, they are really looked for in some related folders. As example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.&lt;br /&gt;
&lt;br /&gt;
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. &#039;&#039;&#039;But always try to put every file in its right place&#039;&#039;&#039;. (You may see strange locations for some files, please don&#039;t use them).&lt;br /&gt;
&lt;br /&gt;
 /   (mve, avi, mpg, ogg)&lt;br /&gt;
 /data  (cfg, log, txt)&lt;br /&gt;
 /data/maps   (pcx, ani, eff, tga, jpg, dds)&lt;br /&gt;
 /data/text   (txt, net)&lt;br /&gt;
 /data/missions   (fs2, fc2, ntl, ssv)&lt;br /&gt;
 /data/models  (pof)&lt;br /&gt;
 /data/tables  (tbl, tbm)&lt;br /&gt;
 /data/sounds  (wav, ogg)&lt;br /&gt;
 /data/sounds/8b22k  (wav, ogg)&lt;br /&gt;
 /data/sounds/16b11k   (wav, ogg)&lt;br /&gt;
 /data/voice  ()&lt;br /&gt;
 /data/voice/briefing  (wav, ogg)&lt;br /&gt;
 /data/voice/command_briefings  (wav, ogg)&lt;br /&gt;
 /data/voice/debriefing  (wav, ogg)&lt;br /&gt;
 /data/voice/personas  (wav, ogg)&lt;br /&gt;
 /data/voice/special  (wav, ogg)&lt;br /&gt;
 /data/voice/training  (wav, ogg)&lt;br /&gt;
 /data/music  (wav, ogg)&lt;br /&gt;
 /data/movies  (mve, msb, avi, mpg, ogg)&lt;br /&gt;
 /data/interface  (pcx, ani, tga, dds)&lt;br /&gt;
 /data/fonts  (vf)&lt;br /&gt;
 /data/effects  (ani, eff, pcx, neb, tga, jpg, dds)&lt;br /&gt;
 /data/hud  (ani, pcx, tga, dds)&lt;br /&gt;
 /data/players  ()&lt;br /&gt;
 /data/players/images (pcx)&lt;br /&gt;
 /data/cache  (clr, tmp, ibx)&lt;br /&gt;
 /data/players  (hcf)&lt;br /&gt;
 /data/players/single  (pl2, cs2, plr, csg, css)&lt;br /&gt;
 /data/players/multi  (plr)&lt;br /&gt;
 /data/multidata  (pcx, fs2)&lt;br /&gt;
 /data/config  (cfg)&lt;br /&gt;
 /data/players/squads  (pcx)&lt;br /&gt;
 /data/demos  (fsd)&lt;br /&gt;
 /data/cbanims  (ani)&lt;br /&gt;
 /data/intelanims  (ani)&lt;br /&gt;
 /data/scripts  (lua, lc)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20488</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20488"/>
		<updated>2009-01-24T08:07:20Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: /* Texture Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients)&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]-. Both prevent the &#039;mirror&#039; effect as the game uses a fixed amount of environmental reflectiveness.)&lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models with have included its support, are stored in &#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834]&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environment mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
==The following requires 3.6.10 builds and SM 3.0 GLSL capable cards to use!==&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-normal&#039;&#039;.xxx&#039;&#039;&#039; - This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channels&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what get&#039;s generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20487</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20487"/>
		<updated>2009-01-24T08:06:47Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: /* Important note about Squadron Insignias */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients)&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]-. Both prevent the &#039;mirror&#039; effect as the game uses a fixed amount of environmental reflectiveness.)&lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models with have included its support, are stored in &#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use a new insignia with .DDS format, you must also provide it in .PCX one, (the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834]&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environment mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
==The following requires 3.6.10 builds and SM 3.0 GLSL capable cards to use!==&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-normal&#039;&#039;.xxx&#039;&#039;&#039; - This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channels&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what get&#039;s generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20486</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=20486"/>
		<updated>2009-01-24T08:03:02Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: Note about Squadron Insignias&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistent if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistently crisp and consistent hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticeable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a variant of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==Choosing dimensions==&lt;br /&gt;
When making textures for models always use dimensions that are equal to 2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt; (2 to the power of some number), this means these numbers:&lt;br /&gt;
&lt;br /&gt;
 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.&lt;br /&gt;
&lt;br /&gt;
*16 is the smallest texture FS2 will deal with, using anything smaller is a waste.&lt;br /&gt;
&lt;br /&gt;
*256 is a special value because without changing a registry setting D3DuseLargeTextures (or using the launcher &amp;quot;Use Large textures&amp;quot;) this is the largest texture that can be used by the engine without it having to cut into sections. This is also the maximum texture size for voodoo 2 &amp;amp; 3 cards.&lt;br /&gt;
&lt;br /&gt;
*1024 - This is the maximum texture size for many older cards that aren&#039;t voodoo, a TNT2 for example would have this maximum.&lt;br /&gt;
&lt;br /&gt;
*4096 - This is the maximum for a Geforce 4 card, however make sure you consider your texture sizes carefully a 4096x4096 (16 bit) texture takes up about 34 Meg, that&#039;s more memory for one texture than the TNT2 has in in total.&lt;br /&gt;
&lt;br /&gt;
So what happens if you don&#039;t use these magic numbers? The engine will use the next one up. So if your texture is 257x257 then the texture will be 512x512 and the image will either be stretched across this larger area or the extra space will be wasted.&lt;br /&gt;
&lt;br /&gt;
Remember that texturing is one of the most time consuming things your card has to deal with, with bad texture sizes its easy to waste processor time without making the result look any better.&lt;br /&gt;
&lt;br /&gt;
The same goes for most other textures (and anims) in FS2 and all other games, the exception to this is interface art. e.g. the main hall background, this texture won&#039;t look good if it is stretched in the Y direction to 480 or 768 because the smoothing code is different.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key. For fighters and bombers you should only need a single 1024 x 1024 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. The DXT formats of these files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures, or gradients)&lt;br /&gt;
*DDS format consists of multiple types. If the texture needs an alpha channel, use DXT5 compression, otherwise use DXT1c compression. (DXT1c uses way less memory. DXT1a can also be used like DXT1c because its alpha channel is ignored -[[Texturing#Alpha_Channel_management|See below]]-. Both prevent the &#039;mirror&#039; effect as the game uses a fixed amount of environmental reflectiveness.)&lt;br /&gt;
**Tip: See if the program you use to compress has a High Quality option.  With the nvdxt cmdline program, the switch is: -quality_highest&lt;br /&gt;
*Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticeable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn&#039;t get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 4096. However older ATI cards can only use 2048² maps. So it is recommended to use this as maximum. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
5 : Neither component of the resolution should be smaller than 16, i.e. 16x256 is fine but do not use 4x512.  Old ATI cards (X1950 and similar) and even older Nvidia (FX 5200, possibly others) cards will corrupt these textures for some reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please read important info about texture format priority in the [[Command-Line_Reference#-mod| help for -mod command line flag]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Important note about Squadron Insignias===&lt;br /&gt;
Squadron Insignas, used on pof models with have included its support, are stored in &#039;&#039;&#039;/data/players/squads&#039;&#039;&#039;, not in data/maps. Although .DDS files can be used, in order to keep backwards and multiplayer compatibility, a .PCX version is also needed. So if you want to use new insignia with .DDS format, you must also provide it in .PCX one, (so the texture must be duplicated). More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Glow maps do not use the alpha channel. So using a 32-Bit format like DXT5 will waste memory. It is recommended to use DXT1 for glow maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, color in all the parts of the surface which are metallic, using whatever color you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environment mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
==The following requires 3.6.10 builds and SM 3.0 GLSL capable cards to use!==&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-normal&#039;&#039;.xxx&#039;&#039;&#039; - This is the Normal/Bump map. These provide an appearance of raised or lowered surfaces on the model that, while they add detail, may be too costly to implement directly within the model polygons themselves.&lt;br /&gt;
&lt;br /&gt;
There are many different ways in which to create a normal map, from Crazybump and other 3rd party stand-alone applications, to the Photoshop and Gimp nVidia DDS tools. ATI also has a normal map generating tool as well, as do many modeling applications (via plugins or scripts). Command line tools that handle converting textures to DDS are capable of creating a DXT5_NM, but this is not the most optimal approach.&lt;br /&gt;
&lt;br /&gt;
A basic approach (from a diffuse or shine map) is to make sure it is as clean of any grit or texturing (unless intended) as these will create raised or lowered surfaces on the model. If necessary, the image can be converted to greyscale from RGB and then back again. Adjusting the contrast to bring out definition lines is also useful. Once the basic outline (dark lines for recesses and bright lines for protrusions) are made, you can generate your normal map.&lt;br /&gt;
&lt;br /&gt;
Saving it directly as DXT5_NM however, is not going to work very well with the unique way that FSO handles normal map generation. A general idea is that only the Green and Alpha channels need any data. Green contains the horizontal lines while the alpha channel controls the vertical. The other 2 channels (Red and Blue) can be painted all black. Before doing this, however, you will need to copy the grayscale looking normal information from the Red channel and paste it to the alpha channel. Then save as a DXT5. (Alternatively, you can save it as u8888 to test it out prior to making it a DXT5. This allows for modifications to be made without unduly re-compressing the map every time. For this reason, creating a file and using &amp;quot;Save As - DXT5_NM&amp;quot; and then manipulating the channel data is a bad idea and provides limited control of your output.)&lt;br /&gt;
&lt;br /&gt;
Bear in mind, that due to the way the human eye reacts to things, you may think your normal map is inverted (IE: What you have set to be recesses are popping out at you instead of away from you). Don&#039;t Panic! Nothing has gone wrong as you will see once it is in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Effect textures===&lt;br /&gt;
Textures are also used in weapon bitmaps, explosions, background nebulas and planets, glow points and so on.&lt;br /&gt;
&lt;br /&gt;
General considerations about ship textures also apply here. As an example, Media VP compilations have changed explosion .ANI clips by .EFF (.DDS) ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alpha Channel management===&lt;br /&gt;
With the exception of -shine maps, where the alpha channel sets the environmental reflectiveness, the alpha channel is normally used to set the transparency level of the texture. The way it behaves is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bitmap formats with no alpha channel&#039;&#039;&#039;. The black pixels of the texture are transparent. Any other colour is shown. Of course, this rule doesn&#039;t apply to ship textures where you can have black shown pixels.&lt;br /&gt;
* &#039;&#039;&#039;DXT1a DDS textures&#039;&#039;&#039;. They have 1 bit alpha channel, (DXT1c ones don&#039;t have alpha channel), but this channel is ignored. They behave as textures without alpha channel.&lt;br /&gt;
* &#039;&#039;&#039;Other formats with alpha channel&#039;&#039;&#039;. Pixel transparency is controlled by the alpha channel value. Black (0 value) is transparent and white is fully opaque.&lt;br /&gt;
*&#039;&#039;&#039;Normal Map alpha channels&#039;&#039;&#039;. There is no transparency here, but rather additional data for rendering the lighting effects for the normal map. This channel stores what get&#039;s generated by the RED channel of a normal map generation filter (Such as Photoshops NormalMapFilter)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=19883</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=19883"/>
		<updated>2008-12-30T19:39:50Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: /* $Name: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.180.2.24&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 4536&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRE: &amp;quot;flak&amp;quot; and &amp;quot;particle spew&amp;quot; flags&#039;&#039;&#039;&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*Does not use any model or weapon effect though model must be defined, usually Hornet.pof. Instead it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails can also be added.&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
===General Format===&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
===Core Table===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Name:====&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Subtype:====&lt;br /&gt;
{{Table36| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Title:====&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
=====Example=====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Tech Anim:====&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
=====Example=====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Tech Model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines model used in wing loadout screen and in Tech Room for the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$HUD Image:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Model File:====&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$POF target LOD:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$External Model File:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Speed:====&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Defines the rotation speed of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Submodel Rotation Acceleration:====&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Defines the rotation acceleration of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
**The graphic file to be used as the weapon effect if no model is defined.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
**The graphic file that determines the glow of the weapon effect if no model is defined&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
**The color of the weapon effect when you fire it.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
***Example: &#039;&#039;250, 0, 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
**The color of the weapon effect at its maximum range.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
***Example: &#039;&#039;0, 0, 250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
**Length of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
**Width of the head of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
**Width of the tail of the weapon effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Mass:====&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Velocity:====&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targetting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Fire Wait:====&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Damage:====&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Damage Type:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage. &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm time:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm distance:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Arm radius:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Detonation Range:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Detonation Radius:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave damage:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Override for the damage caused by shockwaves&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Damage Type:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Blast Force:====&lt;br /&gt;
*The intensity of the blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Inner Radius:====&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Outer Radius:====&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave Speed:====&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave rotation:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shockwave name:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Dinky shockwave:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Armor Factor:====&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shield Factor:====&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Subsystem Factor:====&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Min:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Lifetime Max:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Lifetime:====&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Energy Consumed:====&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Cargo Size:====&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Homing:====&lt;br /&gt;
*Only for secondaries. You can&#039;t have homing primaries. If this is set to YES with primaries, then the bolts turn to face their target but keep moving in the same direction. If the field is set to NO then following fields are not required in the table.&lt;br /&gt;
*Defines if the missiles in question is homing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the homing method&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table36| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
*&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines how well missile maneuvers. Number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;, this is then number of degrees the missile sees. Value / 2 gives the angle from the missile&#039;s centerline. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table36| Has been enabled also to aspect seekers as an option.}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, the minimum number of seconds to gain target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, pixels the aspect triangle moves per second while attempting lock-on&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, pixels moved per second while attempting to catch up to the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
*&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;, extra pixels to move after catching up ????&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;&lt;br /&gt;
**Defines the seeking ability of the homing system. Default of heat seekers is 3 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Swarm:====&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Free Flight Time:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$LaunchSnd:====&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$ImpactSnd:====&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Disarmed ImpactSnd:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$FlyBySnd:====&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Model:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Rearm Rate:====&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Weapon Range:====&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Weapon Min Range:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Flags:====&lt;br /&gt;
*Flags are detailed below, in [[weapons.tbl#Weapon_Flags|weapon flags section]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Trail:====&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Icon:====&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Anim:====&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Collide Ship:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Hook for [[Scripting.tbl|Lua]] scripting&lt;br /&gt;
*&#039;&#039;&#039;Globals:&#039;&#039;&#039; &amp;quot;Self&amp;quot;, weapon with class that the hook is defined in. &amp;quot;Ship&amp;quot;, ship that the weapon collided with.&lt;br /&gt;
*&#039;&#039;&#039;Override:&#039;&#039;&#039; Turns off all damage effects from weapon, as well as weapon being destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Collide Weapon:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Hook for [[Scripting.tbl|Lua]] scripting&lt;br /&gt;
*&#039;&#039;&#039;Globals:&#039;&#039;&#039; &amp;quot;Self&amp;quot;, weapon with class that the hook is defined in. &amp;quot;Weapon&amp;quot;, other weapon.&lt;br /&gt;
*&#039;&#039;&#039;Override:&#039;&#039;&#039; Turns off weapon killing types with bombs. If two weapons, weapon &amp;quot;A&amp;quot; (arbitrary) is preferred}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion:====&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Impact Explosion Radius:====&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Same as Impact explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Dinky impact explosion radius:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Muzzleflash:====&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$EMP Intensity:====&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$EMP Time:====&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Leech Weapon:====&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Leech Afterburner:====&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Corkscrew:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Electronics:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent:Freespace.&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much the electronics hit affects larger ships. An intensity of 1.0 will disrupt a cruiser without trouble.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsytems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;WARNING: Putting +Old Style doesn&#039;t seem to work either. &lt;br /&gt;
To have a working electronics weapon just put the electronics flag in the weapon and make sure it has a big shockwave radius and a shockwave speed of 0.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Spawn Angle:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Local SSM:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Countermeasure:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 300}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$BeamInfo:====&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targetting beam that doesn&#039;t seem to have much of an effect on anything. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table36|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table36|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tileing factor. Second number defines the tileing type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Pspew:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Tag:====&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
*Location: After $Impact Explosion Radius:&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SSM:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapons SSM index number:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$FOF:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Shots:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$decal:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Currently broken&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Transparent:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;DO USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
*Gives this weapon a streaming effect. In effect weapon keeps firing when firing button is kept pressed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;supercap&amp;quot;===&lt;br /&gt;
*Makes weapon capable of causing real damage against ships with &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table36| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target-}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table36|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=19882</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=19882"/>
		<updated>2008-12-30T19:28:30Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: /* Ships Table Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|4562|4499}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table37|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36| &lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example: &lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:==== &lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example: &lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table36|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit offset:===&lt;br /&gt;
{{Table36|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target file:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. &#039;&#039;(We need a coder to post here the multiplier values that each level sets)&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*In 3.7 impact spew earlier entry has been replaced with full particle emitter&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Relative Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative position of the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative velocity of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative normal of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*In 3.7 damage spew earlier entry has been replaced with full particle emitter&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Relative Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative position of the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative velocity of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative normal of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide accel:=== &lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Max Glide Speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the maximum glide speed if the glide has been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin time:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin radius:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin animation:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout time:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout radius:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout animation:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown offset:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_icon:===&lt;br /&gt;
*The icon used in ship selection. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar. &lt;br /&gt;
{{Table36|&lt;br /&gt;
This field is deprecated, and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max decals:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used for:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*&#039;&#039;&#039;+Flags:&#039;&#039;&#039;&lt;br /&gt;
**Flags that modify thruster behavior. As of now, only &amp;quot;no scale&amp;quot; exists, which causes all thrusters to be displayed at the same size regardless of thrust amount.&lt;br /&gt;
**List of flags: no scale&lt;br /&gt;
**Syntax: (&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;), names of the flags}}&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started &lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystems|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table36|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Prevents ships from linking primary weapons}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF file:                   fighter01.pof&lt;br /&gt;
$Detail distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward accel:              2.0&lt;br /&gt;
$Forward decel:              1.5&lt;br /&gt;
$Slide accel:                0.0&lt;br /&gt;
$Slide decel:                0.0&lt;br /&gt;
$Expl inner rad:             25.0&lt;br /&gt;
$Expl outer rad:             55.0&lt;br /&gt;
$Expl damage:                15.0&lt;br /&gt;
$Expl blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_zoom:               0.5&lt;br /&gt;
$Shield_icon:                shield-f01&lt;br /&gt;
$Ship_icon:                  iconfighter01&lt;br /&gt;
$Ship_anim:                  ssfighter01&lt;br /&gt;
$Ship_overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=19881</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=19881"/>
		<updated>2008-12-30T19:25:45Z</updated>

		<summary type="html">&lt;p&gt;ARSPR: /* $Name: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|4562|4499}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table37|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;An example from retail FS2 ships.tbl: &#039;&#039;&#039;@GTDR Amazon&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36| &lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example: &lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:==== &lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example: &lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table36|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit offset:===&lt;br /&gt;
{{Table36|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target file:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. &#039;&#039;(We need a coder to post here the multiplier values that each level sets)&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*In 3.7 impact spew earlier entry has been replaced with full particle emitter&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Relative Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative position of the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative velocity of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative normal of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*In 3.7 damage spew earlier entry has been replaced with full particle emitter&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Relative Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative position of the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative velocity of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative normal of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide accel:=== &lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Max Glide Speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the maximum glide speed if the glide has been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin time:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin radius:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin animation:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout time:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout radius:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout animation:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown offset:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_icon:===&lt;br /&gt;
*The icon used in ship selection. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar. &lt;br /&gt;
{{Table36|&lt;br /&gt;
This field is deprecated, and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max decals:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used for:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*&#039;&#039;&#039;+Flags:&#039;&#039;&#039;&lt;br /&gt;
**Flags that modify thruster behavior. As of now, only &amp;quot;no scale&amp;quot; exists, which causes all thrusters to be displayed at the same size regardless of thrust amount.&lt;br /&gt;
**List of flags: no scale&lt;br /&gt;
**Syntax: (&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;), names of the flags}}&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started &lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystems|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table36|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Prevents ships from linking primary weapons}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF file:                   fighter01.pof&lt;br /&gt;
$Detail distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward accel:              2.0&lt;br /&gt;
$Forward decel:              1.5&lt;br /&gt;
$Slide accel:                0.0&lt;br /&gt;
$Slide decel:                0.0&lt;br /&gt;
$Expl inner rad:             25.0&lt;br /&gt;
$Expl outer rad:             55.0&lt;br /&gt;
$Expl damage:                15.0&lt;br /&gt;
$Expl blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_zoom:               0.5&lt;br /&gt;
$Shield_icon:                shield-f01&lt;br /&gt;
$Ship_icon:                  iconfighter01&lt;br /&gt;
$Ship_anim:                  ssfighter01&lt;br /&gt;
$Ship_overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>ARSPR</name></author>
	</entry>
</feed>