The editor copies any source files you use in the design to the root design folder. It doesn't check to see if the source folder is on another drive or already a subfolder of the destination design folder, it just blindly copies the file if needed.
One reason I have avoided adding multiple subfolders is that the engine/editor both do recursive folder searches for required files. The more folders and files you have, the longer it can take to find and load a file. The other reason is I'm just too busy with other features to implement a more efficient method [img]smile.gif[/img]
One thing that can make file grouping easier is to give each type of file the same prefix. The default art uses this convention for most of the files, such as walls having the 'wa_' prefix.
The class/race config files are present in the installation, but should not be edited yet. The code doesn't support anything but the defaults for right now. We plan to add full support for this at some point.
The icons and small pics can all be changed. There are two ways to do this.
1. There are default small pics and icons in the DefaultArt folder that the editor will automatically use. They are named 'cn_Icon1.pcx' through 'cn_Icon50.pcx', and 'prt_spic1.pcx' through 'prt_spic50.pcx'. Only the first four are actually present, so you can add additional files (5-50) or you can change the existing four. These files will be automatically loaded by the editor and inserted into your saved design as player choices for icons/pics. This means your files will become the automatic defaults for every design from now on.
2. You can insert icons/pics into the current design only, by using the menu Global->Small Pic Pool or Icon Pool. You can then load multiple pics/icons into the list, and these files will be inserted into your saved design and will be available as pic/icon choices for new characters created by the player.
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CocoaSpud<br />Dungeon Craft Development Team<br /> [url]\"http://uaf.sourceforge.net\" target=\"_blank\">http://uaf.sourceforge.net</a>
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