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File Types: Difference between revisions

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File types listed (incomplete)
 
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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]].
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]].


=== [[Tools#.CSF_editing|.CSF]] ===
=== [[Tools#.CSF_String_editing|.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.
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.

Revision as of 09:48, 30 April 2005

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.

.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.

.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.

.HVA

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

.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.

.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.)

.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.

.MAP, .MPR, .YRM, .YRO

Map file formats.

.MAP - standard map.

.MPR -

.YRM - a mix-file containing a .map file and a same-name.pkt file.

.YRO - same as .YRM, but it's the extension used by Westwood's official maps.

.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 .map, 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, I have no idea. .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, I can provide complete format info.)

.WAV

Sound format used by RA2.

.AUD

Sound format used by all pre-RA2 games.

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.