Filetypes: Difference between revisions

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(Add audio-related ini files.)
Line 10: Line 10:
| <b>aef</b>
| <b>aef</b>
| Audio environment parameters
| Audio environment parameters
| <code>audio/AudioEnvironment.cpp</code>
| <code>audio/AudioEnvironment.cpp</code> (<code><b>audio::createEnvironment</b></code>)
|-
|-
| <b>amb</b>
| <b>amb</b>
| Ambient audio
| Ambient audio
| <code>audio/Ambiance.cpp</code>
| <code>audio/Ambiance.cpp</code> (<code><b>audio::createAmbiance</b></code>)
|-
|-
| <b>ini</b>
| <b>ini</b>
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| <b>wav</b>
| <b>wav</b>
| Audio sample
| Audio sample
| <code>audio/codec/WAV.cpp</code>
| <code>audio/codec/WAV.cpp</code> (<code><b>audio::createSample</b></code>)
|}
|}



Revision as of 10:56, 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 (audio::createEnvironment)
amb Ambient audio audio/Ambiance.cpp (audio::createAmbiance)
ini Per-sample volume factors scene/GameSound.cpp (ARX_SOUND_CreatePresenceMap)
ini Collision sounds scene/GameSound.cpp (ARX_SOUND_CreateCollisionMaps)
wav Audio sample audio/codec/WAV.cpp (audio::createSample)

Audio environments (.aef) are not really integrated - only alley.aef is used.

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 (TSCN) 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.