Namespace

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:

NamespaceMarkersDirectoryNotes
GlobalOutside of markers/ (Root directory)
SpritesS_ or SS_/Sprites/Lumps are added to the Sprite image type.
FlatsF_ or FF_/Flats/Lumps are added to the Flat image type.
ColormapsC_/Colormaps/Optional
ACS LibrariesA_/ACS/
TexturesTX_, HI_/Textures/, /Hires/Lumps are added to the Override image type.
Blood RAWN/AN/AFiles with the .RAW extension in a RFF archive.
Blood SFXN/AN/AFiles with the .SFX extension in a RFF archive.
Blood miscN/AN/AApparently unused
Strife voicesV_/Voices/Lumps are automatically assigned svox/<lumpname> as a SNDINFO logical name allowing them to be referenced directly in DIALOGUE scripts.
Hi-ResHI_/HiRes/
SoundsNo specific markers/Sounds/
PatchesNo 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.
GraphicsNo specific markers/Graphics/Lumps are added to the Misc Patch image type. The Doom alpha and beta used the L_ marker here.
MusicNo specific markers/Music/
SkinN/AN/AAll lumps in an archive containing a S_SKIN lump are placed in a namespace specific to that skin.
VoxelsVX_/Voxels/

There is also a sort of equivalent of namespaces for images. The texture manager uses the following types:

NameDescriptionNamespaceTEXTURES keyword
AnyGraphics that do not fit into any other category.N/AN/A
WallThese have priority over flats when applied on a sidedef.N/AWallTexture
FlatThese have priority over walls when applied on a floor or ceiling.FlatsFlat
SpriteNeeds to be of the form NAMEfa or NAMEfafa, see sprite for more information.SpritesSprite
Wall PatchThe building bricks of composite textures created through TEXTUREx or TEXTURES.PatchesN/A
BuildSee Build tiles for more information.N/AN/A
Skin SpriteThese have priority over sprites for players using the corresponding skin.SkinN/A
DecalThey are defined in DECALDEFN/AN/A
Misc PatchMiscellaneous graphicsGraphicsGraphic
Font CharacterSee font formats for more information.N/AN/A
OverrideHas priority on both flats and walls.TexturesTexture
AutopageAutomap background.N/AN/A
NullAn "empty" texture that is never displayed (e.g., TNT1A0).N/AN/A
FirstDefinedThe first texture defined in a TEXTUREx lump (e.g., AASTINKY).N/AN/A
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