                                 E v o c h r o n    M e r c e n a r y


                                  Customizing and Modifying the Game



  This document and the associated sample files will likely be updated as the game receives improvements and updates based on player requests.  Be sure to check back occasionally for the latest information on customizing and modifying the game.


  Evochron Mercenary uses a simple file and directory system to modify and customize graphics, sound, music, text, and object data.  This kit includes required directory names and sample files to customize the various elements of the game.  Simply place the desired directories and files in the install folder of the game (default c:\sw3dg\EvochronMercenary) to apply custom media.  You can selectively apply and remove custom media by changing the names of files/directories or by deleting/moving them.  Some modification options require creating new files (usually text files) in the install folder and those options are also detailed in this document.

  Most media types are flexible in their resolutions and samples rates.  So if you need to reduce the memory load required for your modification(s), you can lower the resolutions of textures and/or shorten the length or reduce the quality of sounds and music files.  However, some media files require a specific format or resolution for compatibility.  The included sample files help provide general guidelines for format and resolution.


  This ReadMe document is divided into seperate sections for each category of customizing options.  Here are the different sections:

1 - General Textures and Effects
2 - Ships, Components, and Objects
3 - HUD and Cockpit
4 - Sound and Music
5 - Text and Data




1 - General Textures and Effects

  To replace the main menu buttons, use a subdirectory named \menu and use the following file names (a 256X256 image is recommended and a blank template is included with this kit):

menu8blank.png = Menu selection button (256X256)


  To replace the loading images, use a subdirectory named \loading and use the following file names (sample images are included with this kit):

loading.jpg = Loading sequence image (640X200, loading dashes are displayed in the middle)
loading2.jpg = Loading dash (20X20)
loading3.jpg = Loading text background (800X70)
loading4.jpg = Small loading dash (used for loading sequence when launching game)
loading5.jpg = Logo image (1250X250)


  To replace the planet rings, use the folder name \rings and the following file names:

ringsX.dds = Ring textures (1024X1024 recommended, X range = 1-4)


  To replace the engine exhaust textures, use the \ships folder and the following filenames:

jet1.png = engine exhaust horizontal
jet2.png = engine exhaust vertical
jet3.png = inertial thrusters


  To replace the background stars texture, use the \environment folder and the following filename:

stars.png = background stars


  To replace the lens flare textures, use the \environment folder and the following filenames:

grad.png = gradiant glare
lensf.jpg = lens flare circle 1
lensf2.jpg = lens flare circle 2


  To replace the planet atmosphere haze textures, use the \environment folder and the following filenames:

chaze.jpg = clear sky
chazerain.jpg = overcast/rainy sky


  To replace the heat effect texture for planetary descents, use the \environment folder and this filename:

heat.jpg = Atmosphere heat burn texture


  To replace the individual background nebula textures, use the \environment folder and these filenames:

cX.jpg = Individual nebula background textures (X range = 1-12, 512X512 or higher recommended)


  To replace the spherical background texture, use the \environment folder and these filenames:

cbackgroundX.jpg = Spherical background textures (X range = 1-4, 512X512 or higher recommended)

  Background nebula and spherical textures are used in combination with the background star texture.  You can apply individual nebula textures using the 'cX.jpg' options and/or use the 'cbackgroundX.jpg' spherical options for one large spherically mapped texture that covers the surface of the entire background.  Here are the default filenames and groups for each color pattern used in the various regions of the game's universe:

Paired Texture Groups:

c1.jpg - c2.jpg: blue  green nebula
c2.jpg - c1.jpg: green  blue nebula
c3.jpg = c9.jpg purple1  purple2 nebula
c4.jpg = c8.jpg: blue  light blue nebula
c5.jpg = c7.jpg: orange  brown nebula 
c7.jpg = c5.jpg: brown  orange nebula 
c8.jpg = c4.jpg: light blue  blue nebula
c9.jpg = c3.jpg: purple2  purple1 nebula
c11.jpg = c2.jpg: dark green  green nebula

Individual Textures:

c6.jpg: Empty
c10.jpg: Andromeda background (spherically mapped)
c12.jpg: Milky Way

  The paired texture groups can be used for high resolution details such as nebula clouds, massive stars, or other effects.  The individual textures are unique to the Andromeda and Sol systems and can be customized for a different appearance or a blank background.

  For the spherical background texture options, here are the filenames and color patterns used:

cbackground1.jpg = blue (used with c1.jpg, c4.jpg, and c8.jpg)
cbackground2.jpg = green (used with c2.jpg and c11.jpg)
cbackground3.jpg = pruple (used with c3.jpg and c9.jpg)
cbackground4.jpg = brown (used with c5.jpg and c7.jpg)

  With these options, there are up to 3 unique layers you can use to create custom background details in the game.




  To replace the star textures, use the \environment folder and these filenames:

burstX.png = Star textures (X range = 1-5, 256X256 or higher recommended)


  To replace the tree textures, use the \environment folder and these filenames:

treeX.png = Tree textures (X range = 1-4, 256X256 or higher recommended, black is transparent)


  To replace the default asteroid textures, use the \environment folder and these filenames:

aster1.dds = Base texture for rocky asteroids
aster1normal.dds = Normal map for rocky asteroids
aster1shader.dds = Specular map for rocky asteroids
aster2.dds = Base texture for ice asteroids
aster2normal.dds = Normal map for ice asteroids
aster2shader.dds = Specular map for ice asteroids
aster3.dds = Base texture for metallic asteroids
aster3normal.dds = Normal map for metallic asteroids
aster3shader.dds = Specular map for metallic asteroids
asterglow.png = Emmissive map for asteroid damage


  To replace the default asteroid cave textures, use the \environment folder and these filenames:

astercave.dds = Base texture for asteroid cave
astercavenormal.dds = Normal map for asteroid cave
astercaveshader.dds = Specular map for asteroid cave


  To change the jump drive effect, create a text file named hidefade.txt in the game's install folder where the EvochronMercenary.exe file is located and include either the number 1 or 2 in the first line:

1 = Fades the warp tunnel to black rather than white. Only the central lens flare effect remains visible.

2 = Removes the fade effect entirely, only the warp tunnel and lens fare effect remain visible.


  To apply custom screen settings, create a text file in the game's install folder named swscreen.txt  Two integer values are used to specify the antialiasing mode and the monitor mode using the following layout for the options:

Antialiasing mode (ie 2, 4, 8, etc)
Monitor mode (0 = Off, 1 = multiple monitor mode)




2 - Ships, Components, and Objects

  To replace the default civilian ship frames, use a directory name of \ships and use the following filenames:

frameX.x = Ship model, X is number slot from 1 to 10 (Talon to Leviathan) and 40-49 (Arrow to Starmaster)


  To replace the default military ship frames, use the \ships directory and the following filenames:

frameX.x = Ship model, X is number slot from 20 to 31 (Ferret to Chimera)


  To replace the default Vonari ship frames, use the \ships directory and the following filenames:

vonari1.x = Vonari Fighter
vonari2.x = Vonari Interceptor
vonari3.x = Vonari Bomber


  To replace the civilian components, use the same \ships folder and the following filenames:

engineX.x = Engines, range is 0 to 9
shields.x = Shields, automatically scaled by the game for class
cargob.x = Cargo bays, automatically scaled by the game for capacity
fuel.x = Fuel tanks, automatically scaled by the game for capacity
wingsX.x = Wings, range is 0 to 12


  To replace the default capital ships, use the same \ships folder and the following filenames (sample meshes included with this kit):

ship2.x = Evochron/Mercenary transport
ship10.x = Evochron/Mercenary destroyer
ship11.x = Evochron/Mercenary cruiser
ship12.x = Evochron/Mercenary battleship
ship13.x = Evochron/Mercenary command ship
ship2_v.x = Vonari capital ship


  To replace the hangar shield and solar cell textures use the \ships folder and the following filenames:

atmoshield.jpg = Hangar atmosphere shield
atmoshield2.png = Definition texture for atmosphere shader effect
atmoshieldglow.png = Glow texture for top and bottom of hangar shield
solar.jpg = solar cell


  To replace the default textures for ships in the game, use a directory name of \ships and use the following filenames:

hull2.dds = Base texture for civilian frames and components (512X512 recommended)
hull2-0.dds = Color option 1 texture for civilian frames and components (512X512 recommended)
hull2-1.dds = Color option 2 texture for civilian frames and components (512X512 recommended)
hull2-2.dds = Color option 3 texture for civilian frames and components (512X512 recommended)
hull2-3.dds = Color option 4 texture for civilian frames and components (512X512 recommended)
hull2normal.dds = Normal map for civilian frames (512X512 recommended)
hull2shader.dds = Specular map for civilian frames (512X512 recommended)
lights.dds = Emmissive map for lights for capital ships
lights2.dds = Emmissive map for lights for Vonari capital ship
mplane.dds = Base texture for military frames (512X512 recommended)
mplanenormal.dds = Normal map for military frames (512X512 recommended)
mplaneshader.dds = Specular map for military frames (512X512 recommended)
ship1_0.dds = Base texture for capital ship hulls
ship1_0normal.dds = Normal map for capital ship hulls
ship1_0shader.dds = Specular map for capital ship hulls
vonari1.dds = Base texture for Vonari capital ship and small ships (also used to define specular)
vonari1normal.dds = Normal map for Vonari capital ship and small ships


  You can also specify unique textures for each type of small ship in the game.  Use the \ships directory and the following filenames:

frameX.dds = Base texture for civilian frame (X range = 0-9 for Alliance, 40-49 for Federation)
frameXnormal.dds = Normal map for civilian frame
frameXshader.dds = Specular map for civilian frame
mplaneX.dds = Base texture for military frame (X range = 20-31)
mplaneXnormal.dds = Normal map for military frame
mplaneXshader.dds = Specular map for military frame
vonariX.dds = Base texture for vonari frame (X range = 10-12)
vonariXnormal.dds = Normal map for vonari frame
vonariXshader.dds = Specular map for vonari frame


  To replace the tractor beam texture, use the \ships folder and the following filename:

c2bb.jpg = tractor beam


  To replace the countermeasure flare, use the \ships folder and the following filename:

flare.png = countermeasure flare


  To replace the warp flash/gate/wormhole textures, use the \ships folder and the following filenames:

flare2.png = warp flash sparkle
warp.jpg = warp flash
warp2.jpg = jump drive warp funnel
warp3.jpg = jump gate warp funnel


  To replace the plant mesh, use the \environment folder and this filename:

grass.x = Plant mesh




3 - HUD and Cockpit

  To customize the Heads-Up-Display and cockpit textures, use a directory name of \hud and use the following file names for each aspect of the HUD/cockpit you want to modify.  The included black-and-white sample images will help with positioning so the displays and indicators still look right and function correctly.  You can also use higher resolution textures for more detail, if desired.


  Filenames for HUD textures:

b2-compass.png = transparent compass and console buttons
b2-compassshadow.png = compass shadow (inverse transparency, white is invisible)
b2barXcenter.png = button center texture (looped, X range 1-4, 1=blue, 2=yellow, 3=green, 4=purple)
b2barXleft.png = button left edge texture
b2barXright.png = button right edge texture
b2barXcenterlight.png = button highlight center texture
b2barXleftlight.png = button highlight left edge texture
b2barXrightlight.png = button highlight right edge texture
b2console.png = base console display
b2console2.png = navigation console display
b2consoleinv.png = inventory console display
b2gun.png = transparent gunsight, mode 1
b2gun2.png = transparent gunsight, mode 2
b2gunshadow.png = gunsight shadow texture (inverse transparency, white is invisible), mode 1
b2gunshadow2.png = gunsight shadow texture, mode 2
b2menu.png = HUD button menu
b2shield1-front.png = gunsight front shield indicator (green)
b2shield1-left.png = gunsight left shield indicator (green)
b2shield1-rear.png = gunsight rear shield indicator (green)
b2shield1-right.png = gunsight right shield indicator (green)
b2shield2-front.png = gunsight front shield indicator (yellow)
b2shield2-left.png = gunsight left shield indicator (yellow)
b2shield2-rear.png = gunsight rear shield indicator (yellow)
b2shield2-right.png = gunsight right shield indicator (yellow)
b2shield3-front.png = gunsight front shield indicator (red)
b2shield3-left.png = gunsight left shield indicator (red)
b2shield3-rear.png = gunsight rear shield indicator (red)
b2shield3-right.png = gunsight right shield indicator (red)
ccpitblue1.jpg = 3D radar display screen texture
ccpitblue2.jpg = ship status display screen texture (left)
ccpitblue3.jpg = target status display screen texture (right)
ccpitblue3b.jpg = target range list display screen texture (right)
chatbarleft.png = text message area vertical bar
chatbarline.png = text message area horizontal line highlight bar
chatbartop.png = text message area horizontal bar
chatbox.png = blank button box
chatclose.png = text message area close button
chatdown.png = text message area line down button
chatdown2.png = text message area page down button
chatslider.png = text message area scroll box
chatsliderbutton.png = text message area scroll button
chatslidersmall.png = small scroll box
chatup.png = text message area line up button
chatup2.png = text message area page up button
chatvoice.png = voice chat button
chatvoicemute.png = mute chat indicator
compass.png = transparent numbers for compass display
cyan.png = transparent movement spears
cyan1.jpg = medium yellow radar blip
glass.png = Cockpit glass frosting (optional)
glass2.png = Cockpit glass reflection texture (front)
glass3.png = Cockpit glass reflection texture (right)
glass4.png = Cockpit glass reflection texture (left)
green1.jpg = bright green radar blip
green2.jpg = medium green radar blip
green3.jpg = station radar blip
greenarrow.png = nav map direction indicator
greenbox.png = nav map waypoint indicator
grid.png = transparent sphere lines for 3D radar sphere and target ship direction indicator
hud1.jpg = target MFD range list left bracket
hud1b.jpg = target MFD range list right bracket
hud3.jpg = status display shield hull damage green bar
hud3b.jpg = target MFD detail hull damage indicator bracket
hud4.jpg = status display primary weapon energy indicator blue bar
hud5.jpg = inbound missile range indicator red bar (kept for potential legacy use)
hud7.jpg = target MFD detail hull damage indicator red bar
hud8.jpg = red dot used for critical shield array level
hud9.jpg = yellow dot used for critical shield array level
hud10.jpg = green dot used for critical shield array level
hud-alert1.png = transparent ENERGY alert indicator
hud-alert2.png = transparent SHIELD alert indicator
hud-alert3.png = transparent SYSTEM alert indicator
hud-alert4.png = transparent CAUTION alert indicator
hudrings.png = race course boxes
hudtape.png = transparent numbers and lines for artificial horizon display
hudtape-shadow.png = shadow for artifical horizon display
icon-ast1.png = rocky asteroid nav map icon
icon-ast2.png = ice asteroid nav map icon
icon-ast3.png = golden asteroid nav map icon
icon-blackhole.png = black hole nav map icon
icon-blue.png = map log entry nav map icon
icon-buttondown.png = nav map down button
icon-buttondown2.png = nav map down highlight button
icon-buttonleft.png = nav map left button
icon-buttonleft2.png = nav map left highlight button
icon-buttonright.png = nav map right button
icon-buttonright2.png = nav map right highlight button
icon-buttonup.png = nav map up button
icon-buttonup2.png = nav map up highlight button
icon-carr.png = carrier nav map icon
icon-cave.png = cave nav map icon
icon-circle90.png = friendly clan territory indicator
icon-circle90b.png = hostile clan territory indicator
icon-circle180.png = short range sensor indicator
icon-circle300.png = long range sensor indicator
icon-csta.png = constructor station nav map icon
icon-gat.png = gate nav map icon
icon-map.png = nav map background map grid
icon-sta1.png = station type 1 nav map icon
icon-sta2.png = station type 2 nav map icon
icon-sta3.png = station type 3 nav map icon
icon-sta4.png = station type 4 nav map icon
icon-sta5.png = station type 5 nav map icon
icon-sta8.png = station type 8 nav map icon
icon-wor.png = wormhole nav map icon
inertial1.png = IDS off indicator
inertial2.png = IDS on indicator
landgreen.png = ILS green landing path
landred.png = ILS red landing path
landshadow.png = ILS landing path shadow
map.png = Quadrant map
mapt.png = Territory quadrant map
mape.png = Economy quadrant map
mdts1.png = transparent MDTS active indicator
mdts2.png = transparent MDTS tracking indicator
mdtsshadow.png = MDTS indicator shadow
mi.png = transparent missile inbound alert indicator
mi2.png = bright yellow inbound missile highlight box
mlock.png = transparent missile lock indicator
mode1.png = particle and beam weapon firing mode indicator
mode2.png = particle weapon firing mode indicator
mode3.png = beam weapon firing mode indicator
modeshadow.png = firing mode indicator shadow
point1.jpg = menu selection mode mouse pointer
point1-shadow.jpg = menu selection mode mouse pointer shadow
point2.jpg = menu selection mode mouse pointer scroll bars
point2-shadow.jpg = menu selection mode mouse pointer scroll bars shadow
point4.png = flight mode mouse pointer
point4console.png = selection mode mouse pointer
point4cshadow.png = selection mode mouse pointer shadow
point4shadow.png = flight mode mouse pointer shadow
purple1.jpg = cargo/weapon storage container and wormhole radar blip
red1.jpg = dim red radar blip
red2.jpg = medium red radar blip
red3.jpg = bright red radar blip
redbox2.jpg = red highlight box
strafe.png = transparent strafe indicator
target1.png = red lead indicator
target1green.png = green lead indicator
target1yellow.png = yellow lead indicator
target2.png = red tracking indicator high priority
target3.png = red tracking indicator for target
target3green.png = green tracking indicator for target
target3yellow.png = yellow tracking indicator for target
target4.png = red tracking indicator
target5.png = red direction pointer
target5blue.png = blue direction pointer
target5yellow.png = yellow direction pointer
target5green.png = green direction pointer
target7.png = green tracking indicator
target8.png = yellow tracking indicator
target9.png = white highlight box for cargo
target10.png = blue station tracking indicator
target11.png = asteroid indicator
target12.png = cargo indicator
targetmissile.png = HUD pointer direction indicator for inbound missiles, regular threat level
targetmissile2.png = HUD pointer range bar for inbound missiles, regular threat level
targetmissile2red.png = HUD pointer range bar for inbound missiles, critical threat level
targetmissile3.png = HUD pointer and range bracket for inbound missiles, regular threat level
targetmissile3red.png = HUD pointer and range bracket for inbound missiles, regular threat level
targetmissilered.png = HUD pointer direction indicator for inbound missiles, critical threat level
targetradargreen.png = green target highlight radar blip
targetradarmissile.png = inbound missile blip
targetradarred.png = red target highlight radar blip
targetradaryellow.png = yellow target highlight radar blip
targetshadow.png = tracking indicator shadow for target
targetshadow2.png = tracking indicator shadow
targetshadow3.png = navigation indicator shadow
targetshadow4.png = inbound missile indicator shadow
targetshadow5.png = lead indicator shadow
targetshadow7.png = mouse pointer shadow
targetshadow8.png = waypoint indicator shadow
waypoint1.png = green waypoint highlight box
waypointn.png = yellow navigation highlight box
white.jpg = white radar blip
yellow1.jpg = bright yellow radar blip
yellowbox.png = yellow navigation radar and nav map indicator


  The custom cockpit option has two available modes.  The first renders the cockpit object with multiple structures and only needs one layer of texture data per structure.  The second renders the cockpit object with a shader effect and requires 3 layers of texture data for the primary structure.  The shader method can generally look much better visually, but is more complex to set up.  If you have disabled shader effects in the Options menu, then the game will default to the first custom cockpit mode.  For the first option, these three object files are needed:

ccpit.x = cockpit structure mesh (include textures in the same folder)
ccpitlights.x = cockpit emmissive layer (for static cockpit lights and illumination)
ccpitreflect.x = legacy reflection layer mesh (provides a reflection definition layer)

  Each object will be loaded and rendered in the scene using one layer of texture data.  'ccpit.x' is the primary structure, 'ccpitlights.x' is needed for any static lights you want to have in the cockpit, 'ccpitreflect.x' is used to define area of light reflection within the cockpit (where light reflection is either reduced or prevented, so use an inverse texture for this layer where lighter sections allow more light to pass through and darker sections allow less light to pass through).  If your layers have surfaces that overlap at the same angle, position, and scale, then you may encounter flickering when the various layers are rendered in the game.  To compensate for this effect, you may want to render the reflect layer slightly inside of the primary layer and the light layer slightly inside of both.

  For the shader option, you can use the same filenames above, but the reflect layer is not needed for light definition since the shader will apply a normal map for proper light reflection/reaction.  So you can use the reflect layer as a way to add further details to the cockpit that do not use the shader (such as additional static cockpit displays, seat details, buttons, etc), or if you don't want to use that structure option, just include a blank triangle for that layer that isn't visible from the player's perspective.  The light layer is still used for any static lights you want to include in the cockpit.  Once you've designed the structures, you will need to include a 'ccpitshader.txt' file in the same \hud folder that specifies the textures you want to use for a base map, normal map, and specular map.  Here is the required layout for this file:

ccpitshader.txt = first value specifies the base map (exact filename, place file in \hud folder)
                  second value specifies the normal map (exact filename, place file in \hud folder)
                  third value specifies the specular map (exact filename, place file in \hud folder)

  The shader option is also different in how the textures are applied.  The first option can apply independent texture file on different surfaces specified in the model file itself.  The shader option for the primary structure requires all texture details to be included in one texture file, so you will need to UV map the object using one primary texture file for all surfaces in the primary structure (ccpit.x).  It will likely take some tuning and tweaking to get the look you want for all layers of texture data rendered in the game's engine.  It is recommended that you have at least a basic understanding of working with shaders and texture mapping when using this option.


  Optional text colors and global HUD font (also uses the \hud folder):

hudtext.dat = 1st value enables or disables the center text, 0 = disable, 1 = enable
              2nd value is red color (0-255), 3rd is for green, 4th is for blue
              5th line selects which font style to use, 0 for bold (default), 1 for thin
              6th line activates cargo information, 0 = disable, 1 = enable
              7th line sets the X position of the cargo text (0-1023)
              8th line sets the Y position of the cargo text (0-1023)
              9th line activates location information, 0 = disable, 1 = enable
              10th line sets the X position of the location text (0-1023)
              11th line sets the Y position of the location text (0-1023)
              12th line activates and sets the spacing size of the numerical shield indicators
              13th line sets the X position of the numerical shield indicators
              14th line sets the Y position of the numerical shield indicators


  The color of chat/message text is gray by default.  You can change this by using a text file named chattext.dat to make it stand out more in contrast to the white system message text.  You can also adjust the positioning of the messaging text.

chattext.dat = first value is red color (0-255, default 200)
               second is for green (0-255, default 200)
               third is for blue (0-255, default 200)
               fourth is X position (default 10)
               fifth is Y position (default 40)


  Optional 3D gauge/display positions (used to accomodate custom cockpits):

gauges.txt = 1st value sets the left display's vertical position, default is 0.0
             2nd value sets the left display's horizontal position, default is 0.0
             3rd value sets the left display's rotation angle, default is 20
             4th value sets the center display's vertical position, default is 0.0
             5th value sets the center display's horizontal position, default is 0.0
             6th value sets the center display's rotation angle, default is 0
             7th value sets the right display's vertical position, default is 0.0
             8th value sets the right display's horizontal position, default is 0.0
             9th value sets the right display's rotation angle, default is 20
             10th value sets the target object's vertical position, default is 1.98
             11th value sets the target object's horizontal position, default is 2.77
             12th value sets the 3D radar sphere's vertical position, default is 0.0
             13th value sets the 3D radar sphere's horizontal position, default is 0.0
             14th value set the left display's distance, default is 0.0
             15th value set the center display's distance, default is 0.0
             16th value set the right display's distance, default is 0.0
             17th value set the target object's distance, default is 0.0
             18th value set the 3D radar sphere's distance, default is 0.0




4 - Sound and Music

  To customize the sound effects in the game, use a directory named \sounds and the following filenames:

backg.wav = background mechanical hum for main menu if no music selected
buzz.wav = error mouse click buzz
buzz2.wav = inbound missile audio alert
chaff.wav = countermeasures
dock.wav = docking effect
exp1.wav = missile explosion
exp2.wav = collision
flyby.wav = ship fly-by effect
gunX.wav = gunfire sound effects (X is the gun type number, 1-15, starting with 1 for the Banshee)
hostilealert.wav = hostile ship in range alert
laser.wav = laser sound effect
lock1.wav = missile lock
missle.wav = missile launch
missilerange.wav = missile range beep
nuke.wav = big explosion
nofire.wav = primary weapon misfire
rain.wav = rain sound effect
s2.wav = main engine sound effect
s3.wav = normal explosion
s4.wav = shield impact
s4b.wav = player shield impact (louder)
s7b.wav = mouse click
scan.wav = scanning sound effect
tabburn.wav = afterburner cycling
taboff.wav = afterburner disengaging
tabon.wav = afterburner engaging
thrusters.wav = maneuvering thruster effect
thunder.wav = nebula cloud thunder effect
tractor.wav = tractor beam
warn.wav = main warning alert
warn2.wav = critical warning alert
warp.wav = jump drive warp
weapload.wav = weapon loading/cycling effect
wind.wav = wind sound effect


  To replace the ambient background radio chatter, use use a subdirectory named \sounds and use the following filename:

radiochatter.wav = Ambient background radio chatter


  To replace the radio communication between the player and other ships, use a subdirectory named \radio and use the following file names. Note, each sequence has multiple phrases and voices. All of the ranges need to be filled for no english samples to be played. X represents a random phrase, Y represents the voice.

Each value may have different ranges:

dealrejX-Y.wav = Trade deal rejection vocals, (X range = 1-2, Y range = 1-4)
dealaccX-Y.wav = Trade deal accepted vocals, (X range = 1-2, Y range = 1-4)
enfightX-Y.wav = Combat threats and warnings, (X range = 1-5, Y range = 1-4)
pbribeX-Y.wav = Bribe accepted vocals, (X range = 1-2, Y range = 1-4)
pbribefailX-Y.wav = Bribe denied vocals, (X range = 1-3, Y range = 1-4)
traderej1-Y.wav = Trade rejected vocals, (Y range = 1-4)
tradesell1-Y.wav = Trade agree to sell vocals, (Y range = 1-4)
tradeacc1-Y.wav = Trade request accepted vocals, (Y range = 1-4)
watchfireX-Y = Watch your fire vocals, (X range = 1-2, Y range = 1-4)


  For the female vocal alert, use a directory named \alerts and the following filenames:

bb-tractordis.wav = Docking tractor beam disengaged
bb-lowfuel.wav = Caution: Fuel level low
bb-lowalt.wav = Warning: low altitude
bb-contracta.wav = Contract objectives accomplished
bb-contractf.wav = Contract objectives failed
bb-inbound.wav = Alert: Missile inbound
bb-gravity = Caution: Entering high level gravity field
bb-avioplanet.wav = Avionincs switched to planetary mode
bb-aviospace.wav = Avionics switched to space mode
bb-nebula.wav = Caution: Entering dense nebula cloud zone
bb-radiation.wav = Caution: Entering high level radiation zone
bb-tractor.wav = Docking tractor beam engaged (4 second delay recommended)


  If you want to customize the vocal training sequences, use a folder named \training.  Use filenames TRAINX.WAV where X is the number slot of the training slot you are replacing (uses the same number assignments as indicated in the traintext.sw file).


  You can use multiple music tracks for various threat levels.  There are 3 levels you can use 3 separate music tracks for.  The first level will play the selected track when there are no hostiles around.  The second will play when a few hostiles are nearby.  The third will play when many hostiles are nearby.  Certain events can also trigger a transition from one music track to another, including when hostile reinforcements jump in to assist their allies, when you bribe hostiles to moderate threats, or if hostiles disengage and jump out of the area.  The game will automatically fade out the current music track being played, then load and start the new one when a transition is needed.  It is recommended that the music you import fade in at the start so the transition is smoother.  You may want to structure the music so a softer ambient track plays when there are no hostiles nearby and more energetic music plays when hostiles approach.  You can import up to 300 custom songs, 100 for each level.  The system is completely random, so it can often play a unique song when there is a transition to a different threat level.  The more songs you import, the more variety the system will have.  It's best to import the songs in order starting with the first set using slot 1 (example: musiclevel1-1.ogg, musiclevel2-1.ogg, and musiclevel3-1.ogg).  To use the this option, use a folder named \music and the following filenames:

musiclevelX-Y.ogg = random in-game threat level/event driven music (X is a number from 1 to 3, 1 being the lowest threat level, 3 being the highest, Y is a number from 1 to 100 representing the 100 possible sets of 3 songs).




5 - Text and Data

  To modify the text in the game, simply open one of the following files in a text editor and change the text as desired:

systemdata.dat = system descriptions and details
techdata.dat = shipyard technical information
text.dat = in-game text, ship/weapon names, options, etc.
traintext.sw = training text


  To change the save data folder where the game stores settings and profiles, create a text file in the game's new location you want (in the game's folder where you installed the game and where the EvochronMercenary.exe file is located) named savedir.txt and in the first line, put the drive and folder location. The game automatically adds the \sw3dg and the \EvochronMercenary folder names, so you only need to list the drive and folders that come before those. 

For example, if you just move the \sw3dg\EvochronMercenary folder group (both \sw3dg and \EvochronMercenary) from C to D, your savedir.txt file would have this in the first line:

d:\

With nothing else after it. The game will add the \sw3dg and \EvochronMercenary folder names and use the new location.


  To import a custom quest, use the filename questtext.txt and place the file in the same folder as the game's EXE file is located.  An example questtext.txt file is included with this kit for reference.  You may want to dedicate separate profiles for custom quests as using this option can interfere with the default quest later on.


  To use a different font with the game, create a text file with the name setfont.txt in the same folder as the EXE and use these options for each line:

Font Name
Font Size
Font Bold (0 = off, 1 = on)
Font Type (character set, 1 = default)
Font Position Offset X (below 0 moves to the left, above 0 moves to the right)
Font Position Offset Y (below 0 moves up, above 0 moves down)
Font Size (display/HUD text)


  The custom font options are used for two different modes.  The first mode is for chat, message, console, and menu text.  The position offset options will not impact this mode, so you can adjust them without effecting how the text is rendered.  Button and menu graphics can be modified to accommodate different sizes and placements for the text as needed.  The second mode is for the cockpit displays and parts of the HUD.  This text can be adjusted to align with various 3D object positions using the offset options above.

  You can also import a custom font into the game using the adjustable options above with an installed font, or you can also replace the 'evochronfont.ttf' file in the game's install folder and the game will apply the default scaling and appearance parameters.


  To skip the intro movie to the game, create a text file with the name novideo.txt in the same folder as the EXE.  It can contain any value.


  You can optionally save in-game display data values out to an external text file for use with 3rd party programs and/or devices.  To activate the system, create a text file in the game's install folder (where the EXE is located) named savedatasettings.txt  Inside the file needs to be an integer value to specify the update rate for the game to use in milliseconds. A good setting to start with is 5000, or 5 second updates, which will generally keep the update rate pretty low and shouldn't impact game performance much. The game will create a file named 'savedata.txt' in the same folder as the EXE and will use the following layout for data:

Pilot Name (string)
Fuel (integer)
Cash (string, includes commas)
Cargo Bay 1 (string, cargo type and number, or will display 'Empty' if nothing)
Cargo Bay 2
Cargo Bay 3
Cargo Bay 4
Cargo Bay 5
Player Position X (integer)
Player Position Y (integer)
Player Position Z (integer)
Player Position SX (integer)
Player Position SY (integer)
Player Position SZ (integer)
Local System Name (string)
Energy Level (integer)
Front Shield level (integer)
Right Shield level (integer)
Left Shield level (integer)
Rear Shield level (integer)
Hull Level (integer)
Engine Damage (integer)
Weapon Damage (integer)
Nav Damage (integer)
Target Description (string)
Target Threat Level (string)
Target Range (integer)
Target Front Shield level (integer)
Target Right Shield level (integer)
Target Left Shield level (integer)
Target Rear Shield level (integer)
Target Engine Damage (integer)
Target Weapon Damage (integer)
Target Nav Damage (integer)
Target Cargo Bay 1 (string, cargo type and number, or will display nothing if out of sensor range)
Target Cargo Bay 2
Target Cargo Bay 3
Target Cargo Bay 4
Target Cargo Bay 5
Inbound Missile Alert (0 for off, 1 for on)
Particle Cannon (string)
Beam Cannon (string)
Secondary Weapon Slot 1 (string, will display 'Empty' if no weapon is loaded)
Secondary Weapon Slot 2
Secondary Weapon Slot 3
Secondary Weapon Slot 4
Secondary Weapon Slot 5
Secondary Weapon Slot 6
Secondary Weapon Slot 7
Secondary Weapon Slot 8 
Equipment Slot 1
Equipment Slot 2
Equipment Slot 3
Equipment Slot 4
Equipment Slot 5
Equipment Slot 6
Equipment Slot 7
Equipment Slot 8
Ship Type (string)
Engine Class (integer)
Shield Class (integer)
Cargo Capacity (integer)
Wing and Thruster Class (integer)
Crew Limit (integer)
Equipment Limit (integer)
Countermeasure Limit (integer)
Hardpoint Limit (integer)
Total Kills (integer)
Total Contracts (integer)
Skill and Proficiency Rating (integer)
Military Rank (integer) 
Gun Range (integer)
Missile Range (integer)
Targeted Subsystem (string)
Target Faction ID (string)
Target Hull Level (integer)
Heat Signature Status (integer, 0 = safe, 1 = detectable heat signature)
MDTS Lock Status (integer, 0 = off, 1 = on, 2 = target locked)
Missile Lock Status (integer, 0 = not locked, 1 = locked)
Countermeasures (integer)
Energy Bias Setting (string, Shields/Weapons)
Nav Point Distance (integer, will display '>20 sectors' if more than 20 sectors)
Inertial Status (integer, 0 = off, 1 = on)
Afterburner Status (integer, 0 = off, 1 = on)
Autopilot Status (integer, 0 = off, 1 = form on target, 2 = fly to nav point)
Navigation Console Status (integer, 0 = off, 1 = on)
Inventory Console Status (integer, 0 = off, 1 = on)
Trade Console Status (integer, 0 = off, 1 = on)
Tractor Beam Status (integer, 0 = off, 1 = on)
HUD Status (integer, 0 = off, 1 = partia, 2 = full)
Target Display Status (integer, 0 = detail, 1 = list)
Total Hostiles in Radar Range (integer)