This page provides an overview of the file formats used by Arx Fatalis as well as references to the code responsible for loading them.
|aef||Audio environment parameters|
|ini||Per-sample volume factors|
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
|scn||Raw scene (TSCN)|
.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.
|ftl||Compiled object / mesh|
|teo||Raw object / mesh (THEO)|
|too||Raw object / mesh (only 3 files)|
.teo files are not shipped with the game data, only the preprocessed .ftl files. .too is most likely just a typo.
|cin||Cinematic (panning images during cutscenes)|
|flg||(only one file)||(not loaded?)|
|ini||Minimap offsets file format (not in .ini format)|
|ini||Texture "refinement" map (not in .ini format)|
|pak||Package / archive files|
|sav||Save files (.sav container)|
Also used but loaded by external libraries:
- Standard image formats (bmp, jpg and tga), loaded in
- True Type (ttf) font files, loaded in