Pursuing a strong artist-friendly approach, Verge3D creates a complete set of files for a WebGL application. It is recommended not to edit most of the initialized project files, because some of them may be automatically regenerated upon certain user actions (such as export, saving Puzzles etc), while others may get overridden upon updating to new Verge3D versions.
A default project initialized with the App Manager (with default configuration parameters) looks as follows.
The application core consists of the .html, .css and .js files with the same name ("my_awesome_app"), and the Verge3D runtime v3d.js. There is also a folder called media which contains small images (fullscreen button icons and a set of favicons).
When running, an application loads a 3D scene in .gltf format first, which in turn contains file paths for further loading of the binary part of a glTF scene .bin and external textures. The .gltf and .bin files are exported using user interface menu of your favorite 3D editor (3ds Max or Blender).
Working scene files
Depending on the 3D editor you are using, there will be one .max or .blend file containing the default cube. This is where most work on your scenes is performed. Feel free to modify this file, rename or override it with some other file, but be certain to preserve the original name of the exported glTF file.
You can add more .max or .blend files to the app folder, for using as library files or for multi-scene applications. If your app loads multiple glTF files, don't forget to perform export from the corresponding .max or .blend files.
Textures and sounds are typically loaded by an application as external files. Make sure that you use relative file paths in the 3D editor of your choice for all images, and that your images are stored inside your application folder, otherwise there may be issues with the publication of your app.
Some Verge3D apps (such as Soft8Soft's Industrial Robot demo) may contain quite a number of additional files, which however, come from just 2 extra categories.
Compressed glTF files
If you enable asset compression for your app (which is always a good thing), the exporter will at first perform export as usual and then create a compressed version of glTF files. These files are automatically picked up by the application instead of the regular glTF file. There is no point in deleting the regular glTF files even if they are not used at the time, since they may be generated again in some future export operation.
Third-party software exports
Feel free to ask on the forums!