Filetypes: Difference between revisions
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(Describe how levels / scenes are stored.) |
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| Save files | | Save files | ||
| io/SaveBlock.cpp and scene/ChangeLevel.cpp | | io/SaveBlock.cpp and scene/ChangeLevel.cpp | ||
|- | |||
| scn | |||
| Raw scene (not shipped) | |||
| scene/Object.cpp (PAK_MultiSceneToEerie) | |||
|- | |- | ||
| tea | | tea | ||
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| gui/Credits.cpp | | gui/Credits.cpp | ||
|} | |} | ||
== Level / scene files == | |||
<b>.scn</b> files contain/reference the static scene including meshes, textures and portal data. These are pre-processed into one <b>.fts</b> file per level. Only the preprocessed <b>.fts</b> files are included in the game data. | |||
<b>.dlf</b> reference the scene files belonging to the level and contain dynamic scene data: initial interactive object positions, paths/zones for pathfinding and scripting, fogs, lighting. | |||
For some (all?) versions if <b>.dlf</b> files, the lighting data is split into a separate <b>.llf</b> file. |
Revision as of 10:12, 25 November 2011
This is a list of filetypes that are used in arx and the code file(s) responsible for loading/parsing them. This list does not include standard file types such as image formats such as bmp, jpg and tga which are loaded in graphics/image/Image.cpp
and the wav audio format which is loaded in audio/codec/WAV.cpp
and audio/codec/ADPCM.cpp
I suppose a lot of this code will become useless when we find a cross platform audio library to replace it.
Ext | Description | Code |
---|---|---|
aef | Audio environment parameters | audio/AudioEnvironment.cpp |
amb | Ambient audio | audio/Ambient.cpp |
asl | Script | scripting/Script.cpp and scripting/ScriptEvent.cpp |
cin | Cinematic (panning images during cutscenes) | io/CinematicLoad.cpp |
dlf | Level | scene/LoadLevel.cpp (DanaeLoadLevel) |
doc | (not loaded?) | |
flg | (only one file) | |
ftl | Compiled object / mesh | graphics/data/FTL.cpp |
fts | Scene | graphics/data/Mesh.cpp (FastSceneLoad) |
ini | Configuration / localization / misc | core/Localization.cpp |
llf | Level lighting | scene/LoadLevel.cpp (in DanaeLoadLevel) |
sav | Save files | io/SaveBlock.cpp and scene/ChangeLevel.cpp |
scn | Raw scene (not shipped) | scene/Object.cpp (PAK_MultiSceneToEerie) |
tea | Animation | scene/Object.cpp (TheaToEerie) |
teo | Raw object / mesh (not shipped) | scene/Object.cpp (TheoToEerie) |
too | Raw object / mesh (only 3 files) | scene/Object.cpp (TheoToEerie) |
txt | Credits | gui/Credits.cpp |
Level / scene files
.scn files contain/reference the static scene including meshes, textures and portal data. These are pre-processed into one .fts file per level. Only the preprocessed .fts files are included in the game data.
.dlf reference the scene files belonging to the level and contain dynamic scene data: initial interactive object positions, paths/zones for pathfinding and scripting, fogs, lighting.
For some (all?) versions if .dlf files, the lighting data is split into a separate .llf file.