Filetypes: Difference between revisions
(Describe how levels / scenes are stored.) |
(Split the file list into multiple sections.) |
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This | This page provides an overview of the file formats used by Arx Fatalis as well as references to the code responsible for loading them. | ||
== Audio == | |||
{| class="wikitable sortable" style="width:800px" | {| class="wikitable sortable" style="width:800px" | ||
! Ext | ! Ext | ||
Line 7: | Line 8: | ||
! Code | ! Code | ||
|- | |- | ||
| aef | | <b>aef</b> | ||
| Audio environment parameters | | Audio environment parameters | ||
| audio/AudioEnvironment.cpp | | <code>audio/AudioEnvironment.cpp</code> | ||
|- | |- | ||
| amb | | <b>amb</b> | ||
| Ambient audio | | Ambient audio | ||
| audio/ | | <code>audio/Ambiance.cpp</code> | ||
|- | |- | ||
| | | <b>wav</b> | ||
| | | Audio sample | ||
| | | <code>audio/codec/WAV.cpp</code> | ||
|} | |||
Ambiances (<b>.amb</b>) have multiple tracks where samples are played at different positions - they provide the background sounds as well as some cutscene music. | |||
== Levels / scenes == | |||
{| class="wikitable sortable" style="width:800px" | |||
! Ext | |||
! Description | |||
! Code | |||
|- | |- | ||
| | | <b>dlf</b> | ||
| | | Level | ||
| | | <code>scene/LoadLevel.cpp</code> (<code><b>DanaeLoadLevel</b></code>) | ||
|- | |- | ||
| | | <b>fts</b> | ||
| | | Scene | ||
| | | <code>graphics/data/Mesh.cpp</code> (<code><b>FastSceneLoad</b></code>) | ||
|- | |- | ||
| | | <b>llf</b> | ||
| | | Level lighting | ||
| ( | | <code>scene/LoadLevel.cpp</code> (in <code><b>DanaeLoadLevel</b></code>) | ||
|- | |- | ||
| | | <b>scn</b> | ||
| ( | | Raw scene (not shipped) | ||
| | | <code>scene/Object.cpp</code> (<code><b>PAK_MultiSceneToEerie</b></code>) | ||
|} | |||
<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. | |||
== Objects == | |||
{| class="wikitable sortable" style="width:800px" | |||
! Ext | |||
! Description | |||
! Code | |||
|- | |- | ||
| ftl | | <b>ftl</b> | ||
| Compiled object / mesh | | Compiled object / mesh | ||
| graphics/data/FTL.cpp | | <code>graphics/data/FTL.cpp</code> (<code><b>ARX_FTL_Load</b></code>) | ||
|- | |||
| <b>tea</b> | |||
| Animation (THEA) | |||
| <code>scene/Object.cpp</code> (<code><b>TheaToEerie</b></code>) | |||
|- | |- | ||
| | | <b>teo</b> | ||
| | | Raw object / mesh (THEO) | ||
| | | <code>scene/Object.cpp</code> (<code><b>TheoToEerie</b></code>) | ||
|- | |- | ||
| | | <b>too</b> | ||
| | | Raw object / mesh (only 3 files) | ||
| | | <code>scene/Object.cpp</code> (<code><b>TheoToEerie</b></code>) | ||
|} | |||
<b>.teo</b> files are not shipped with the game data, only the preprocessed <b>.ftl</b> files. <b>.too</b> is most likely just a typo. | |||
== Other files == | |||
{| class="wikitable sortable" style="width:800px" | |||
! Ext | |||
! Description | |||
! Code | |||
|- | |- | ||
| | | <b>asl</b> | ||
| | | Script | ||
| | | <code>scripting/Script.cpp</code> and <code>scripting/ScriptEvent.cpp</code> | ||
|- | |- | ||
| | | <b>cin</b> | ||
| | | Cinematic (panning images during cutscenes) | ||
| io/ | | <code>io/CinematicLoad.cpp</code> | ||
|- | |- | ||
| | | <b>doc</b> | ||
| | | | ||
| | | (not loaded?) | ||
|- | |- | ||
| | | <b>flg</b> | ||
| | | (only one file) | ||
| | | | ||
|- | |- | ||
| | | <b>ini</b> | ||
| | | Configuration / localization / misc | ||
| | | <code>core/Localization.cpp</code> | ||
|- | |- | ||
| | | <b>sav</b> | ||
| | | Save files | ||
| scene/ | | <code>io/SaveBlock.cpp</code> and <code>scene/ChangeLevel.cpp</code> | ||
|- | |- | ||
| txt | | <b>txt</b> | ||
| Credits | | Credits | ||
| gui/Credits.cpp | | <code>gui/Credits.cpp</code> | ||
|} | |} | ||
Also used are standard image formats (<b>bmp</b>, <b>jpg</b> and <b>tga</b>) which are loaded in <code>graphics/image/Image.cpp</code>. | |||
<b> | |||
Revision as of 10:35, 25 November 2011
This page provides an overview of the file formats used by Arx Fatalis as well as references to the code responsible for loading them.
Audio
Ext | Description | Code |
---|---|---|
aef | Audio environment parameters | audio/AudioEnvironment.cpp
|
amb | Ambient audio | audio/Ambiance.cpp
|
wav | Audio sample | audio/codec/WAV.cpp
|
Ambiances (.amb) have multiple tracks where samples are played at different positions - they provide the background sounds as well as some cutscene music.
Levels / scenes
Ext | Description | Code |
---|---|---|
dlf | Level | scene/LoadLevel.cpp (DanaeLoadLevel )
|
fts | Scene | graphics/data/Mesh.cpp (FastSceneLoad )
|
llf | Level lighting | scene/LoadLevel.cpp (in DanaeLoadLevel )
|
scn | Raw scene (not shipped) | scene/Object.cpp (PAK_MultiSceneToEerie )
|
.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.
Objects
Ext | Description | Code |
---|---|---|
ftl | Compiled object / mesh | graphics/data/FTL.cpp (ARX_FTL_Load )
|
tea | Animation (THEA) | scene/Object.cpp (TheaToEerie )
|
teo | Raw object / mesh (THEO) | scene/Object.cpp (TheoToEerie )
|
too | Raw object / mesh (only 3 files) | scene/Object.cpp (TheoToEerie )
|
.teo files are not shipped with the game data, only the preprocessed .ftl files. .too is most likely just a typo.
Other files
Ext | Description | Code |
---|---|---|
asl | Script | scripting/Script.cpp and scripting/ScriptEvent.cpp
|
cin | Cinematic (panning images during cutscenes) | io/CinematicLoad.cpp
|
doc | (not loaded?) | |
flg | (only one file) | |
ini | Configuration / localization / misc | core/Localization.cpp
|
sav | Save files | io/SaveBlock.cpp and scene/ChangeLevel.cpp
|
txt | Credits | gui/Credits.cpp
|
Also used are standard image formats (bmp, jpg and tga) which are loaded in graphics/image/Image.cpp
.