Namespace
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ZDoom organizes the lumps in several namespaces which correspond to different types of lumps. This allows to avoid conflicts if several lumps have the same name, but one is, for example, a texture while the other is a sound.
Lumps belong to a namespace or another depending on where they are in the archive. The archive format matters: in sequential archives (such as WAD files), they are delimited by marker lumps; in hierarchized archives, they are in a specific directory.
ZDoom uses the following lump namespaces:
Namespace | Markers | Directory | Notes |
---|---|---|---|
Global | Outside of markers | / (Root directory) | |
Sprites | S_ or SS_ | /Sprites/ | Lumps are added to the Sprite image type. |
Flats | F_ or FF_ | /Flats/ | Lumps are added to the Flat image type. |
Colormaps | C_ | /Colormaps/ | Optional |
ACS Libraries | A_ | /ACS/ | |
Textures | TX_, HI_ | /Textures/, /Hires/ | Lumps are added to the Override image type. |
Blood RAW | N/A | N/A | Files with the .RAW extension in a RFF archive. |
Blood SFX | N/A | N/A | Files with the .SFX extension in a RFF archive. |
Blood misc | N/A | N/A | Apparently unused |
Strife voices | V_ | /Voices/ | Lumps are automatically assigned svox/<lumpname> as a SNDINFO logical name allowing them to be referenced directly in DIALOGUE scripts. |
Hi-Res | HI_ | /HiRes/ | |
Sounds | No specific markers | /Sounds/ | |
Patches | No specific markers | /Patches/ | Lumps are added to the Wall Patch image type. While not used by the engine, P_ or PP_ markers are often used anyway. |
Graphics | No specific markers | /Graphics/ | Lumps are added to the Misc Patch image type. The Doom alpha and beta used the L_ marker here. |
Music | No specific markers | /Music/ | |
Skin | N/A | N/A | All lumps in an archive containing a S_SKIN lump are placed in a namespace specific to that skin. |
Voxels | VX_ | /Voxels/ |
There is also a sort of equivalent of namespaces for images. The texture manager uses the following types:
Name | Description | Namespace | TEXTURES keyword |
---|---|---|---|
Any | Graphics that do not fit into any other category. | N/A | N/A |
Wall | These have priority over flats when applied on a sidedef. | N/A | WallTexture |
Flat | These have priority over walls when applied on a floor or ceiling. | Flats | Flat |
Sprite | Needs to be of the form NAMEfa or NAMEfafa, see sprite for more information. | Sprites | Sprite |
Wall Patch | The building bricks of composite textures created through TEXTUREx or TEXTURES. | Patches | N/A |
Build | See Build tiles for more information. | N/A | N/A |
Skin Sprite | These have priority over sprites for players using the corresponding skin. | Skin | N/A |
Decal | They are defined in DECALDEF | N/A | N/A |
Misc Patch | Miscellaneous graphics | Graphics | Graphic |
Font Character | See font formats for more information. | N/A | N/A |
Override | Has priority on both flats and walls. | Textures | Texture |
Autopage | Automap background. | N/A | N/A |
Null | An "empty" texture that is never displayed (e.g., TNT1A0). | N/A | N/A |
FirstDefined | The first texture defined in a TEXTUREx lump (e.g., AASTINKY). | N/A | N/A |