Filetypes

From Arx Libertatis Wiki
Revision as of 10:12, 25 November 2011 by Ds (talk | contribs) (Describe how levels / scenes are stored.)
Jump to navigation Jump to search

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.