Torque Game EngineTorque Game Engine Documentation
Version 1.3.x

Torque Directories

The Torque engine expects textures to be in the same directory as the source art, or in a parent directory. Parent directories are searched all the way to the root of the run time exe path (the root itself is not searched). With the example directory and test app, all interior art is stored in the data mod and organized organized into texture set directories located in the root of the data mod:


data/interiors/evil1
data/interiors/test
data/interiors/...

Each texture set includes all of it's textures in it's root directory. Map and .dif files are organized by type into sub directories which may be more than one level deep. As an example, one may create a collection of medieval buildings using the evil1 texture set and organize the .map and .dif files as follows:


.../evil1
.../evil1/medieval
.../evil1/medieval/walls
.../evil1/medieval/towers
.../evil1/medieval/towers/small
.../evil1/medieval/towers/large
etc.

In this example, all the textures associated with the evil1 set are still located in the evil1 directory and the .map and .dif files are located in the leaf directories. The medieval module may introduce new textures for use by it's own sub modules by placing them in the ../evil1/medieval directory.

Since map2Dif will scan the parent directories looking for textures, map files are simply processed in place. Using the medieval example above, a wall map would be converted as follows:


map2dif data/interiors/evil1/medieval/walls/crenelated.map

This example command would be run from the test application's root directory, but could be run from any location as long as the map file's path is specified correctly.