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Added VPL to the list
 
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TS/RA2 only: vehicle art, aircraft art and some building turrets.<br>
TS/RA2 only: vehicle art, aircraft art and some building turrets.<br>
[[VXL|More information]]
[[Voxel|More information]]


=== [[Tools#.HVA_editing|.HVA]] ===
=== [[Tools#.HVA_editing|.HVA]] ===
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Westwood's video format, used for all games prior to RA2.
Westwood's video format, used for all games prior to RA2.
=== [[Tools#.VPL_editing|.VPL]] ===
VPLs or Voxel Palettes are the lookup tables for the actual voxels for the normals.<br>
[[VPL|More information]]


== File Types (Generals and later) ==
== File Types (Generals and later) ==
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[[Category:General Editing Information]]
[[Category:General Editing Information]]
[[Category:File Formats|File Formats]]
[[Category:File Formats| File Formats]]

Latest revision as of 14:50, 17 July 2011

File Types (pre-Generals)

This is intended as an index of the file types. For info about editing these files, click each header.

.MIX

This format is used as the container for the game's data files. Also see XCC.
More information

.SHP

These files contain 2D pixel animation/still images. They are used for:

TD/RA1(shp): all in-game art except terrain.

TS/RA2(shp(ts)): infantry art, building art, cameos, animations.
More information

.VXL

These files contain the 3D volume pixel (voxel) data. The voxels are used for:

TS/RA2 only: vehicle art, aircraft art and some building turrets.
More information

.HVA

These files contain the animation data for .vxl files, i.e. how should the voxel animate while moving, firing, etc.
More information

.INI

These are plain text files which control the most of the game's data. (TD does not have these files, to edit its settings you must hex-edit the executable.) See also INI-editing.
More information

.CSF

RA2/YR uses this format to ease the game translation. It contains all the strings displayed by the game, referenced by keyword. If you try to call an undefined entry, you'll get the "MISSING:entry_name" instead.

(If anyone is planning to write an extractor/injector for this format, I can provide semi-complete format info.)
More information

.TEM, .SNO, .URB, .UBN, .LUN, .DES

Terrain objects. Extension dictates the theatre which uses this file:

TEM - Temperate.

SNO - Snow.

URB - Urban.

UBN - New Urban.

LUN - Lunar.

DES - Desert.
More information

.MAP, .MPR, .YRM, .MMX, .YRO

Map file formats.

.MAP - Original game map, not recognised unless refered to by .pkt for multiplayer or by a campaign control file for single player.

.MPR - RA2 customer multiplayer map, will transfer online if Official=no in the map Basic section.

.YRM - YR customer multiplayer map, will transfer online if Official=no in the map Basic section.

.MMX - Mix file containing a .MAP file and a .PKT file, used for RA2 official map packs.

.YRO - Mix file containing a .MAP file and a .PKT file, used for YR official map packs.

.PKT

A plain text file, contains additional info about maps - which .CSF entry to use as the maps name and in which gamemodes to enable this map. Not necessary for .mpr and .yrm files, as they contain that info inside the map file itself.

.BAG/.IDX

These formats were also created in RA2, to contain the audio files. Why such an eloquent structure was used is unknown. .IDX contains the filenames and their associated sound formatting data, where as .BAG contains the WAV sound itself. Taking the header from the .IDX and appending it with the sound data from .BAG gives you the correct sound.

(If anyone is planning to write an extractor/injector for this format, format info can be provided.)

.WAV

Sound format used by RA2.

.AUD

Sound format used by all pre-RA2 games.

.BIK

Proprietary video format used in RA2. More information may be found here.

.VQA

Westwood's video format, used for all games prior to RA2.

.VPL

VPLs or Voxel Palettes are the lookup tables for the actual voxels for the normals.
More information

File Types (Generals and later)

This is intended as an index of the file types. For info about editing these files, click each header.

Someone else should fill this in.