...ns/</code> (old standard). You will also need a [[resources.lua]] in <code>gamedata/</code> to define textures, as well as the actual textures in <code>bitmaps
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<code>armordefs.lua</code> is a file in the <code>Gamedata/</code> directory of a Spring Game.
[http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/gamedata/armordefs.lua zero-K]<br>
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<code>resources.lua</code> is a file in the <code>Gamedata/</code> directory of a Spring Game.<br>
<code>resources_map.lua</code> is a file in the <code>Gamedata/</code> directory of a Spring Map.
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==='''<code>gamedata\</code>'''<br>===
[[:Category:Gamedata|Various files]] that control global things or setup graphic & sound resourc
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== GameData ==
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<code>icontypes.lua</code> is a file in the <code>Gamedata/</code> directory of a Spring Game.
[[Category:Gamedata]]
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<code>sounds.lua</code> is a file in the <code>Gamedata/</code> directory of a Spring Game.
You can update & reload your sounddefs at runtime via Spring.LoadSoundDef("gamedata/sounds.lua").
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...RGBA color. Textures are the names you define in gamedata/resources.tdf or gamedata/resources.lua. e.g. "1.0 0.0 0.0 1 0 0 1.0 1" (are gradient from red t
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** gamedata/
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[[Category:gamedata]]
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...lockluaui.txt in your GameData folder (http://springrts.com/wiki/Category:Gamedata). This forces spring to load luaui.lua from the game archive instead of use
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Put this file in your /units folder, then open up /gamedata/sidedata.lua and change 'startunit = "cube"' to 'startunit = "tank". Then s
...example mod; put it in your own /bitmaps folder. Next, we need to open up /gamedata/resources.lua and tell the engine we've got a flame texture; just put a lin
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...on a "resources.tdf" or "resources.lua" file that's usually placed on the "gamedata" subfolder.
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...see https://github.com/spring/spring/blob/develop/cont/base/springcontent/gamedata/explosion_alias.lua#L61
<!-- can't use the following until all games use effects/ rather than gamedata/explosions
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|info = Loads a SoundDefs file, the format is the same as in `gamedata/sounds.lua`.
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