Hello CaptN,
How are you? Thank you for posting.
Please note we will add tutorials with time..
The most important thing to understand is that the cgk is not a classical script and data base file. The tool, FTL as we called it, is an application development environment which produce .cgk
which are executable files.
A cgk represents the whole application game loop (this is not a plugin), and it is executed (it is traversed each frame, folder by folder). A folder which is turn on is executed, a folder which is turn off is not (see bState folder's variable).
What is particularly not classical is that... nothing is hidden. CitadelWars.cgk is the whole game and has been coded entirely with FTL.
You will find some calls to C++ routines inside it but that's only scripted routines (as LUA ones), their is no hidden classes nor structures (..you care about). C++ is used for some scripts which need very fast execution as you guess it...
Pictures, textures and so on are also inside indeed, as
yellow balls as we called them. They are
Texture2D yellow balls. To find them, just follow the execution path (folder by folder) until reaching the part of the application which access them.
FTL has not been conceived as a game editor but as an application IDE and then, please forgive the lack of game resource edition functionalities.
You can also read this thread:
www.citadelwars.com/forum/13-help-and-su...t/77-about-hierarchy
...and if questions remains, just post them back here =)