Filetypes: Difference between revisions

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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 <code>graphics/data/Texture.cpp</code> and <code>graphics/data/CinematicTexture.cpp</code> and the wav audio format which is loaded in <code>audio/codec/WAV.cpp</code> and <code>audio/codec/ADPCM.cpp</code>
This page provides an overview of the file formats used by Arx Fatalis as well as references to the code responsible for loading them.


I suppose a lot of this code will become useless when we find a cross platform audio library to replace it.
== Audio ==
{| class="wikitable sortable" style="width:800px"
 
{| class="wikitable sortable center_0"
! Ext
! Ext
! Description
! Description
! Code
! Code
|-
|-
| aef
| <b>aef</b>
| Audio environment parameters
| [[AEF file format|Audio environment parameters]]
| audio/AudioEnvironment.cpp
| <code>audio/AudioEnvironment.cpp</code> (<code><b>audio::createEnvironment</b></code>)
|-
| <b>amb</b>
| [[AMB file format|Ambient audio]]
| <code>audio/Ambiance.cpp</code> (<code><b>audio::createAmbiance</b></code>)
|-
| <b>ini</b>
| [[Presence file format|Per-sample volume factors]]
| <code>scene/GameSound.cpp</code> (<code><b>ARX_SOUND_CreatePresenceMap</b></code>)
|-
| <b>ini</b>
| [[Collision sounds file format|Collision sounds]]
| <code>scene/GameSound.cpp</code> (<code><b>ARX_SOUND_CreateCollisionMaps</b></code>)
|-
| <b>wav</b>
| [[wp:WAV file|Audio sample]]
| <code>audio/codec/WAV.cpp</code> (<code><b>audio::createSample</b></code>)
|}
 
Audio environments (<b>.aef</b>) are not really integrated - only <code>alley.aef</code> is used.
 
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 center_0"
! Ext
! Description
! Code
|-
|-
| amb
| <b>dlf</b>
| Ambient audio
| [[DLF file format|Level]]
| audio/Ambient.cpp
| <code>scene/LoadLevel.cpp</code> (<code><b>DanaeLoadLevel</b></code>)
|-
|-
| asl
| <b>fts</b>
| Script
| [[FTS file format|Compiled scene]]
| scripting/Script.cpp and scripting/ScriptEvent.cpp
| <code>graphics/data/Mesh.cpp</code> (<code><b>FastSceneLoad</b></code>)
|-
|-
| cin
| <b>llf</b>
| Cinematic (panning images during cutscenes)
| [[LLF file format|Level lighting]]
| io/CinematicLoad.cpp
| <code>scene/LoadLevel.cpp</code> (in <code><b>DanaeLoadLevel</b></code>)
|-
|-
| dlf
| <b>scn</b>
| Level
| [[TSCN file format|Raw scene (TSCN)]]
| scene/LoadLevel.cpp (DanaeLoadLevel)
| <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 of <b>.dlf</b> files, the lighting data is split into a separate <b>.llf</b> file.
 
== Objects ==
 
{| class="wikitable sortable center_0"
! Ext
! Description
! Code
|-
|-
| doc
| <b>ftl</b>
| [[FTL file format|Compiled object / mesh]]
| <code>graphics/data/FTL.cpp</code> (<code><b>ARX_FTL_Load</b></code>)
|-
| <b>tea</b>
| [[THEA file format|Animation (THEA)]]
| <code>scene/Object.cpp</code> (<code><b>TheaToEerie</b></code>)
|-
| <b>teo</b>
| [[THEO file format|Raw object / mesh (THEO)]]
| <code>scene/Object.cpp</code> (<code><b>TheoToEerie</b></code>)
|-
| <b>too</b>
| [[THEO file format|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 center_0"
! Ext
! Description
! Code
|-
| <b>asl</b>
| [[Arx scripting language|Script]]
| <code>scripting/Script.cpp</code> and <code>scripting/ScriptEvent.cpp</code>
|-
| <b>cin</b>
| [[Cinematic file format|Cinematic]] (panning images during cutscenes)
| <code>io/CinematicLoad.cpp</code> (<code><b>loadCinematic</b></code>)
|-
| <b>doc</b>
|  
|  
| (not loaded?)
| (not loaded?)
|-
|-
| flg
| <b>flg</b>
| (only one file)
| (only one file)
|  
| (not loaded?)
|-
|-
| ftl
| <b>ini</b>
| Compiled object / mesh
| [[Settings]]
| graphics/data/FTL.cpp
| <code>core/Config.cpp</code> (<code><b>Config::init</b></code>)
|-
|-
| fts
| <b>ini</b>
| Scene
| [[Localisation format|Localisation]]
| graphics/data/Mesh.cpp (FastSceneLoad)
| <code>core/Localisation.cpp</code> (<code><b>initLocalisation</b></code>)
|-
|-
| ini
| <b>ini</b>
| Configuration / localization / misc
| [[Minimap offsets file format]] (not in .ini format)
|
| <code>gui/MiniMap.cpp</code> (<code><b>ARX_MINIMAP_Load_Offsets</b></code>)
|-
|-
| llf
| <b>ini</b>
| Level lighting
| [[Texture refinement file format|Texture "refinement" map]] (not in .ini format)
| scene/LoadLevel.cpp (in DanaeLoadLevel)
| <code>graphics/data/TextureContainer.cpp</code> (<code><b>LoadRefinementMap</b></code>)
|-
|-
| tea
| <b>pak</b>
| Animation
| [[PAK file format|Package / archive files]]
| scene/Object.cpp (TheaToEerie)
| <code>io/resource/PakReader.cpp</code>
|-
|-
| teo
| <b>sav</b>
| Raw object / mesh (not shipped)
| [[Save file format|Save files]] ([[Save file container format|.sav container]])
| scene/Object.cpp (TheoToEerie)
| <code>io/SaveBlock.cpp</code> and <code>scene/ChangeLevel.cpp</code>
|-
|-
| too
| <b>txt</b>
| Raw object / mesh (only 3 files)
| [[Credits file format|Credits]]
| scene/Object.cpp (TheoToEerie)
| <code>gui/Credits.cpp</code> (<code><b>ARX_Menu_Resources_Create</b></code>)
|-
|}
| txt
 
| Credits
Also used but loaded by external libraries:
|
* Standard image formats (<b>bmp</b>, <b>jpg</b> and <b>tga</b>), loaded in <code>graphics/image/Image.cpp</code>.
|-
* True Type (<b>ttf</b>) font files, loaded in <code>graphics/font/*</code>.
| sav
 
| Save files
[[Category:Development information]]
| io/SaveBlock.cpp and scene/ChangeLevel.cpp

Latest revision as of 17:28, 18 October 2022

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 Compiled 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 of .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 (loadCinematic)
doc (not loaded?)
flg (only one file) (not loaded?)
ini Settings core/Config.cpp (Config::init)
ini Localisation core/Localisation.cpp (initLocalisation)
ini Minimap offsets file format (not in .ini format) gui/MiniMap.cpp (ARX_MINIMAP_Load_Offsets)
ini Texture "refinement" map (not in .ini format) graphics/data/TextureContainer.cpp (LoadRefinementMap)
pak Package / archive files io/resource/PakReader.cpp
sav Save files (.sav container) io/SaveBlock.cpp and scene/ChangeLevel.cpp
txt Credits gui/Credits.cpp (ARX_Menu_Resources_Create)

Also used but loaded by external libraries:

  • Standard image formats (bmp, jpg and tga), loaded in graphics/image/Image.cpp.
  • True Type (ttf) font files, loaded in graphics/font/*.