Daikatana PAK file guide by [S.F.C] Sarge
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Guide: DaiPak; Pak1.pak Overview.

This page is a general view about Pak1.pak. It will give informations about files and folders that are contained in the Pak.


  Overview of the Pak1.pak's tree

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·Pak #1·

· Cin Folder...

        Subdir : aiscripts, scripts
        Files: *.sca, *.script
        Informations:

*.sca files are script files for in-game animations. Each files are named the same name as the map they belong to. For exemple e1m1b.sca is used for e1m1b.bsp. Here's an exemple of what's inside a *.sca file:

//
// This will spawn 5 pairs of Roboskeets, each one moving down its own path
//
script Skeet1Exit SkeetAttack
{
spawn (monster_slaughterskeet, Skeet1a, -520, 704, 1256, 180, false);
spawn (monster_slaughterskeet, Skeet1b, -520, 576, 1256, 180, false);

}
(Taken form E1M1B.sca, open the file with notepad to see the complete script.)
       
        We suppose that the "spawn" command is related to the "spawn" console command, using a different syntax. "monster_slaughterskeet" is the entity name of the Slaughter Skeet monster, Skeet1a and Skeet1b are prolly name given to these entities during the map creation. The first three numbers (
-520, 704, 1256) are X,Y,Z position in the map. The "false" statement at the end is still unknown use. Unfortunatly, there's no ressource for learning this scripting language actualy, so the only way to learn it is by exploring the file by yourself.

*.script files are unopenable with note-pad. This means they've been made with another program. By deduction, which means there's no certainty of the statement, .script file are used to coordinate text files located in "subtitle" directory with in-game animations.

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· Demos Folder...

        Subdir : None
        Files: *.dem, *.dm2
        Informations:

Demos folder gather two demo file, each named demo1.dem and demotest.dm2. I couldn't get demotest.dm2 to work, even by renaming it's extension to .dem. Daikatana couldn't reads it. The demo1.dem is just a little clip of Marsh being played for around 30 seconds. They have to be forgotten files or only for keeping the knowledge of the demo folder alive.

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· Env Folder...

        Subdir : 32bit
        Files: *.tga
        Informations:

Env folder stands for Environment. It contains skyboxes under the *.tga format (Targa). Skyboxes are used as sky in maps, applied to a cubic form covering the map.

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· Fonts Folder...

        Subdir : None
        Files: *.dkf, *.font, *.bmp
        Informations:

This directory serve for the fonts used in Daikatana. The *.bmp contain picture of all the characters used in the game. Here's an exemple of what it can looks like:


Fonts picture.

The *.font and *.dkf's use are still unknown. The *.dkf are not readable, while *.font file are only a serie of numbers going from 32 to 255. Except one who goes from 32 to 126.

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· Maps Folder...

        Subdir : nodes
        Files: *.nod
        Informations:

*.nod file are waypoints, predone paths followed by entities like monsters, models (cars, planes, trains, etc), blocks,... . Those files can be made with Ion Radiant while map creation.

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· Models Folder...

        Subdir : e1, e2, e3, e4, global
        Files: *.sp2
        Informations:

This folders contains the sprites files, named *.sp2. Sprites are 2D graphics used for effects, like explosions, damage effects, rays, etc.

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· Music Folder...

        Subdir : None
        Files: *.wma
        Informations:

Those two files are two audio files used in the game. Please note that the real music files are not located in a Pak file, but is in your .../Daikatana/Data/Music folders. Following this path, you'll be able to find out all the music file under *.mp3 extensions.

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· Pics Folder...

        Subdir : chat,Crosshair, gce, interface, loadscreens, menu, misc, particles, statusbar [Sub: future]
        Files: *.bmp, *.pcx, *.tga, *.pal
        Informations:

 Including 10 sub directories, this folders give the "HUD" graphics. Talking of the health bar, the menu, crosshairs, and more, it set graphics for everything that can be considered as menus.

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· Skins Folder...

        Subdir : None
        Files: *.wal
        Informations:

As it's name stands, Skins are a "cover" for models, which give them looks and details. Skins are 2D textures that are applyed to every surrounding models in the game. For exemple, you can see/modify Hiro/Mikiko/Superfly skins to give them a funky look using the tool DaiWal. Unfortunatly, the multiplayer compatibility with custom skins have not been implanted in Daikatana. On the other hand, Daikatana Deathmatch Demo included this feature. Here's an exemple of skin file:


Episode 3's Knight skin, opened in DaiWal.
 

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· Sounds Folder...

        Subdir : artifacts, doors [Sub: e1, e2, e3, e4], e1, e2, e3, e4, global, hiro, menus, Mikiko, Superfly
        Files: *.wav. *.ion, *.txt
        Informations:

Ambient sounds of the game. From doors sounds to items such Goldensoul, powerups and more, it puts together all the sounds file necessary to create the atmosphere.

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· Subtitles Folder...

        Subdir : None
        Files: *.txt
        Informations:

Subtitles are the texts shown at the bottom of the screen during animations. Here's an extract of a subtile:

Pardon the interruption, Miyamoto-san. There is a visitor
waiting outside. Refuses to identify himself. Will only
speak to the proprietor of the school. Also--Tanaka-san left
a message earlier complaining about the injuries to his son.
He--
(Taken from e1m1_auto_01.mp3.txt.)

You can modify them if you want to by extracting them, modifying and saving them. NEVER IMPORT FILES INTO PAK FILES AS IT WILL ERASE THE ORIGINAL ONE.

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· Textures Folder...

        Subdir : All maps from the game have a different folder.
        Files: *.wal
        Informations:

This is the textures library used for level construction. Those textures are .wal file identical to skins file, only that they are used for walls, floors, etc. Here's an exemple:


Gibbler On The Roof wall texture, opened in DaiWal.

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