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Basic Principles Of Modding
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= Default PAKs = Space Marine 2 organizes core data into "Default PAKs": - Client-side assets are found in client default PAKs. - Server-side assets are found in server default PAKs. You can locate them at: - '''client_pc\root\paks\client\default''' - '''server_pc\root\paks\server\default''' == Default_Other.pak == ''default_other.pak'' is one of the most important PAK files. It contains: - Game parameters - Descriptions - Definitions - AI logic - Server scenarios These are stored as text files written in Property Section format. Both '''client_pc''' and '''server_pc''' have their own versions of ''default_other.pak''. If a file exists in both locations, '''the two copies must be identical''' to avoid crashes and desyncs. == Default_SSL.pak == This PAK contains the game's compiled scripts, written in Saber Interactive’s proprietary '''Saber Scripting Language (SSL)'''. Scripts are compiled into '''sslbin''' files. Editing SSL files is '''not supported''' and explicitly forbidden. Tampering with them can cause major game issues and is strongly discouraged. == Default_PCT PAKs == Files like ''default_pct_0.pak'' to ''default_pct_31.pak'' contain all game textures (PCT files). Texture editing is possible but more complex than text editing. == Default_TPL PAKs == Files like ''default_tpl_0.pak'' to ''default_tpl_8.pak'' store all 3D models. Model editing requires specialized knowledge and tools. == Default_TD.pak == This file defines material properties such as metal, dirt, and other surface behaviors. Material editing is considered an advanced topic. == Default_Sound PAKs == The game’s sound files are stored here. Navigating sound assets is challenging because files are numbered rather than named. A [https://docs.google.com/spreadsheets/d/1KH8KhYk-Q_PQdi0GG8zdc0JkM0NeX8xV-z1DXekPjJ4/edit?gid=0#gid=0 spreadsheet] of sound mappings was being developed but is currently outdated.
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