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	<updated>2026-04-30T21:54:18Z</updated>
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	<entry>
		<id>https://hemodding.wiki/index.php?title=Tools/Sonic_Frontiers_Animation_Tools&amp;diff=590</id>
		<title>Tools/Sonic Frontiers Animation Tools</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Tools/Sonic_Frontiers_Animation_Tools&amp;diff=590"/>
		<updated>2025-01-11T04:34:22Z</updated>

		<summary type="html">&lt;p&gt;AdelQue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox tool&lt;br /&gt;
| name = Frontiers Animation Tools&lt;br /&gt;
| logo_caption = chr_sonic@idle_act06&lt;br /&gt;
| other_names = FrontiersAnimDecompress&lt;br /&gt;
| logo = File:FrontiersAnimDecompressPreview.gif&lt;br /&gt;
| purpose = Editing PXD Skeletons and Animations&lt;br /&gt;
| developer = WistfulHopes, AdelQue, Turk645&lt;br /&gt;
| programming_language = C++, Python&lt;br /&gt;
| repository = https://github.com/WistfulHopes/FrontiersAnimDecompress/&lt;br /&gt;
| download = https://github.com/WistfulHopes/FrontiersAnimDecompress/releases/latest/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://github.com/WistfulHopes/FrontiersAnimDecompress Frontiers Animations Tools]&#039;&#039;&#039; is a [https://www.blender.org Blender] add-on for importing and exporting animation ([[Resources/Animation|*.anm.pxd]]) and skeleton ([[Resources/Skeleton|*.skl.pxd.]]) files from various Hedgehog Engine 2 games. Despite its name, the tool officially supports most Hedgehog Engine 2 titles including [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]], [[Sonic Origins]], [[Sonic Frontiers]], and [[Shadow Generations]]. &lt;br /&gt;
&lt;br /&gt;
The add-on can currently perform compressed/uncompressed batch animation imports, compressed batch animation exports, skeleton reorientation, and officially supports Blender versions from 3.6 to 4.2 (as a legacy add-on), with reported success in 4.3. Since the add-on includes a DLL, the add-on will only work on Windows.&lt;br /&gt;
== Downloads: ==&lt;br /&gt;
&lt;br /&gt;
=== The latest version of the tool at any point can be found [https://github.com/WistfulHopes/FrontiersAnimDecompress/releases/latest/ &#039;&#039;&#039;here.&#039;&#039;&#039;] ===&lt;br /&gt;
The zip download is to be installed as an add-on in Blender without extracting. &lt;br /&gt;
&lt;br /&gt;
== Usage: ==&lt;br /&gt;
&amp;lt;sub&amp;gt;To-do: Make tutorial, but otherwise here&#039;s an overview.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A skeleton needs to be imported into the scene, and this skeleton must be selected in the viewport in order to import or export an animation. The add-on currently only reads bone indices from the animation file, so an animation can &#039;&#039;only&#039;&#039; be imported over the skeleton that it was originally made for. Batch functions can be found in the right ribbon of the viewport&#039;s sidebar, in the &amp;quot;Frontiers Animation&amp;quot; category under the &amp;quot;Animation&amp;quot; tab. &lt;br /&gt;
&lt;br /&gt;
As long as all the bones&#039; scale inheritance mode in your skeleton is set to &amp;quot;Aligned&amp;quot;, and any targets for scale-modifying constraints follow the same inheritance mode, the skeleton should generally export exactly as you see in the viewport. &lt;br /&gt;
&lt;br /&gt;
Per-animation settings (such as FPS and frame range) can be found in the &amp;quot;Action Editor&amp;quot; under the Dope Sheet editor. PXD specific settings may currently not show up for any animation that wasn&#039;t imported, or duplicated off of an imported animation. &lt;br /&gt;
&lt;br /&gt;
When exporting custom skeletons, ensure that all bone names only contain alphanumeric characters. With the exception of underscores &amp;quot;_&amp;quot;, any special characters (such as &amp;quot;.&amp;quot; commonly auto-added to many duplicated resources in Blender) in bone names may cause a crash in-game upon loading. &lt;br /&gt;
&lt;br /&gt;
In order to have a default game skeleton support mirroring in Blender, a skeleton must be imported using YX orientation (a toggleable option in all import/export dialogues). If the skeleton is imported with this setting, &#039;&#039;&#039;all subsequent import/export operations from this add-on must enable YX orientation as well.&#039;&#039;&#039; If it is not properly called out, results in-game will not turn out as expected.&lt;br /&gt;
&lt;br /&gt;
During batch operations, Blender may freeze and become unresponsive. The external Blender console window can (and should) be open so you may view a readout of the import progress instead of assuming the program is crashing. It is not recommended to batch imports hundreds of animations at a time. Depending on your hardware, you may want to play with a group of about 50 at a time or maybe up to 200 if you have a higher end system.&lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
The PXD formats were first supported by Blender scripts created by Turk645. These initial scripts allowed animation and skeleton importing for the files first found in the 2020 Olympic game. &lt;br /&gt;
&lt;br /&gt;
From Origins onward, animation data was identified by ik-01 to be compressed by [https://github.com/nfrechette/acl ACL]. An application called &amp;quot;FrontiersAnimDecompress&amp;quot; was later created by WistfulHopes, which was used to dump decompressed track data (labeled as *.outanim files) from these newly compressed formats. Included with the app were supplemental Blender scripts for importing from the dumped track data (modified from Turk645&#039;s original scripts), as well as custom scripts for exporting custom skeletons and raw track data that could later be recompressed.&lt;br /&gt;
&lt;br /&gt;
The application was eventually modified into a DLL, and supplemental scripts were rewritten as one packaged add-on by AdelQue, so standalone conversion was no longer necessary. Notable additions included batch processing, corrected scaling, skeleton reorientation for mirror support, and root motion.&lt;br /&gt;
&lt;br /&gt;
Handling of raw track data was recently found to be identical across all Hedgehog Engine titles. The method in this add-on to achieve correct scaling can be reused for other Hedgehog Engine games stored in [[Resources/Havok Animation|Havok animation]] formats.&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Tools/Sonic_Frontiers_Animation_Tools&amp;diff=589</id>
		<title>Tools/Sonic Frontiers Animation Tools</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Tools/Sonic_Frontiers_Animation_Tools&amp;diff=589"/>
		<updated>2025-01-11T04:17:47Z</updated>

		<summary type="html">&lt;p&gt;AdelQue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FrontiersAnimDecompressPreview.gif|alt=chr_sonic@idle_act06|Frontiers Animation Playback|thumb]]&lt;br /&gt;
&#039;&#039;&#039;[https://github.com/WistfulHopes/FrontiersAnimDecompress Sonic Frontiers Animations Tools]&#039;&#039;&#039; is a [https://www.blender.org Blender] add-on for importing and exporting animation ([[Resources/Animation|*.anm.pxd]]) and skeleton ([[Resources/Skeleton|*.skl.pxd.]]) files from various Hedgehog Engine 2 games. Despite its name, the tool officially supports most Hedgehog Engine 2 titles including [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]], [[Sonic Origins]], [[Sonic Frontiers]], and [[Shadow Generations]]. &lt;br /&gt;
&lt;br /&gt;
The add-on can currently perform compressed/uncompressed batch animation imports, compressed batch animation exports, skeleton reorientation, and officially supports Blender versions from 3.6 to 4.2 (as a legacy add-on), with reported success in 4.3. Since the add-on includes a DLL, the add-on will only work on Windows.&lt;br /&gt;
&lt;br /&gt;
== Downloads: ==&lt;br /&gt;
&lt;br /&gt;
=== The latest version of the tool at any point can be found [https://github.com/WistfulHopes/FrontiersAnimDecompress/releases/latest/ &#039;&#039;&#039;here.&#039;&#039;&#039;] ===&lt;br /&gt;
The zip download is to be installed as an add-on in Blender without extracting. &lt;br /&gt;
&lt;br /&gt;
== Usage: ==&lt;br /&gt;
&amp;lt;sub&amp;gt;To-do: Make tutorial, but otherwise here&#039;s an overview.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A skeleton needs to be imported into the scene, and this skeleton must be selected in the viewport in order to import or export an animation. The add-on currently only reads bone indices from the animation file, so an animation can &#039;&#039;only&#039;&#039; be imported over the skeleton that it was originally made for. Batch functions can be found in the right ribbon of the viewport&#039;s sidebar, in the &amp;quot;Frontiers Animation&amp;quot; category under the &amp;quot;Animation&amp;quot; tab. &lt;br /&gt;
&lt;br /&gt;
As long as all the bones&#039; scale inheritance mode in your skeleton is set to &amp;quot;Aligned&amp;quot;, and any targets for scale-modifying constraints follow the same inheritance mode, the skeleton should generally export exactly as you see in the viewport. &lt;br /&gt;
&lt;br /&gt;
Per-animation settings (such as FPS and frame range) can be found in the &amp;quot;Action Editor&amp;quot; under the Dope Sheet editor. PXD specific settings may currently not show up for any animation that wasn&#039;t imported, or duplicated off of an imported animation. &lt;br /&gt;
&lt;br /&gt;
When exporting custom skeletons, ensure that all bone names only contain alphanumeric characters. With the exception of underscores &amp;quot;_&amp;quot;, any special characters (such as &amp;quot;.&amp;quot; commonly auto-added to many duplicated resources in Blender) in bone names may cause a crash in-game upon loading. &lt;br /&gt;
&lt;br /&gt;
In order to have a default game skeleton support mirroring in Blender, a skeleton must be imported using YX orientation (a toggleable option in all import/export dialogues). If the skeleton is imported with this setting, &#039;&#039;&#039;all subsequent import/export operations from this add-on must enable YX orientation as well.&#039;&#039;&#039; If it is not properly called out, results in-game will not turn out as expected.&lt;br /&gt;
&lt;br /&gt;
During batch operations, Blender may freeze and become unresponsive. The external Blender console window can (and should) be open so you may view a readout of the import progress instead of assuming the program is crashing. It is not recommended to batch imports hundreds of animations at a time. Depending on your hardware, you may want to play with a group of about 50 at a time or maybe up to 200 if you have a higher end system.&lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
The PXD formats were first supported by Blender scripts created by Turk645. These initial scripts allowed animation and skeleton importing for the files first found in the 2020 Olympic game. &lt;br /&gt;
&lt;br /&gt;
From Origins onward, animation data was identified by ik-01 to be compressed by [https://github.com/nfrechette/acl ACL]. An application called &amp;quot;FrontiersAnimDecompress&amp;quot; was later created by WistfulHopes, which was used to dump decompressed track data (labeled as *.outanim files) from these newly compressed formats. Included with the app were supplemental Blender scripts for importing from the dumped track data (modified from Turk645&#039;s original scripts), as well as custom scripts for exporting custom skeletons and raw track data that could later be recompressed.&lt;br /&gt;
&lt;br /&gt;
The application was eventually modified into a DLL, and supplemental scripts were rewritten as one packaged add-on by AdelQue, so standalone conversion was no longer necessary. Notable additions included batch processing, corrected scaling, skeleton reorientation for mirror support, and root motion.&lt;br /&gt;
&lt;br /&gt;
Handling of raw track data was recently found to be identical across all Hedgehog Engine titles. The method in this add-on to achieve correct scaling can be reused for other Hedgehog Engine games stored in [[Resources/Havok Animation|Havok animation]] formats.&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Tools/Sonic_Frontiers_Animation_Tools&amp;diff=588</id>
		<title>Tools/Sonic Frontiers Animation Tools</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Tools/Sonic_Frontiers_Animation_Tools&amp;diff=588"/>
		<updated>2025-01-11T04:11:06Z</updated>

		<summary type="html">&lt;p&gt;AdelQue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Sonic Frontiers Animation Tools}}&lt;br /&gt;
[[File:FrontiersAnimDecompressPreview.gif|alt=chr_sonic@idle_act06|Frontiers Animation Playback|thumb]]&lt;br /&gt;
&#039;&#039;&#039;[https://github.com/WistfulHopes/FrontiersAnimDecompress Sonic Frontiers Animations Tools]&#039;&#039;&#039; is a [https://www.blender.org Blender] add-on for importing and exporting animation ([[Resources/Animation|*.anm.pxd]]) and skeleton ([[Resources/Skeleton|*.skl.pxd.]]) files from various Hedgehog Engine 2 games. Despite its name, the tool officially supports most Hedgehog Engine 2 titles including [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]], [[Sonic Origins]], [[Sonic Frontiers]], and [[Shadow Generations]]. &lt;br /&gt;
&lt;br /&gt;
The add-on can currently perform compressed/uncompressed batch animation imports, compressed batch animation exports, skeleton reorientation, and officially supports Blender versions from 3.6 to 4.2 (as a legacy add-on), with reported success in 4.3. Since the add-on includes a DLL, the add-on will only work on Windows.&lt;br /&gt;
&lt;br /&gt;
== Downloads: ==&lt;br /&gt;
&lt;br /&gt;
=== The latest version of the tool at any point can be found [https://github.com/WistfulHopes/FrontiersAnimDecompress/releases/latest/ &#039;&#039;&#039;here.&#039;&#039;&#039;] ===&lt;br /&gt;
The zip download is to be installed as an add-on in Blender without extracting. &lt;br /&gt;
&lt;br /&gt;
== Usage: ==&lt;br /&gt;
&amp;lt;sub&amp;gt;To-do: Make tutorial, but otherwise here&#039;s an overview.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A skeleton needs to be imported into the scene, and this skeleton must be selected in the viewport in order to import or export an animation. The add-on currently only reads bone indices from the animation file, so an animation can &#039;&#039;only&#039;&#039; be imported over the skeleton that it was originally made for. Batch functions can be found in the right ribbon of the viewport&#039;s sidebar, in the &amp;quot;Frontiers Animation&amp;quot; category under the &amp;quot;Animation&amp;quot; tab. &lt;br /&gt;
&lt;br /&gt;
As long as all the bones&#039; scale inheritance mode in your skeleton is set to &amp;quot;Aligned&amp;quot;, and any targets for scale-modifying constraints follow the same inheritance mode, the skeleton should generally export exactly as you see in the viewport. &lt;br /&gt;
&lt;br /&gt;
Per-animation settings (such as FPS and frame range) can be found in the &amp;quot;Action Editor&amp;quot; under the Dope Sheet editor. PXD specific settings may currently not show up for any animation that wasn&#039;t imported, or duplicated off of an imported animation. &lt;br /&gt;
&lt;br /&gt;
When exporting custom skeletons, ensure that all bone names only contain alphanumeric characters. With the exception of underscores &amp;quot;_&amp;quot;, any special characters (such as &amp;quot;.&amp;quot; commonly auto-added to many duplicated resources in Blender) in bone names may cause a crash in-game upon loading. &lt;br /&gt;
&lt;br /&gt;
In order to have a default game skeleton support mirroring in Blender, a skeleton must be imported using YX orientation (a toggleable option in all import/export dialogues). If the skeleton is imported with this setting, &#039;&#039;&#039;all subsequent import/export operations from this add-on must enable YX orientation as well.&#039;&#039;&#039; If it is not properly called out, results in-game will not turn out as expected.&lt;br /&gt;
&lt;br /&gt;
During batch operations, Blender may freeze and become unresponsive. The external Blender console window can (and should) be open so you may view a readout of the import progress instead of assuming the program is crashing. It is not recommended to batch imports hundreds of animations at a time. Depending on your hardware, you may want to play with a group of about 50 at a time or maybe up to 200 if you have a higher end system.&lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
The PXD formats were first supported by Blender scripts created by Turk645. These initial scripts allowed animation and skeleton importing for the files first found in the 2020 Olympic game. &lt;br /&gt;
&lt;br /&gt;
From Origins onward, animation data was identified by ik-01 to be compressed by [https://github.com/nfrechette/acl ACL]. An application called &amp;quot;FrontiersAnimDecompress&amp;quot; was later created by WistfulHopes, which was used to dump decompressed track data (labeled as *.outanim files) from these newly compressed formats. Included with the app were supplemental Blender scripts for importing from the dumped track data (modified from Turk645&#039;s original scripts), as well as custom scripts for exporting custom skeletons and raw track data that could later be recompressed.&lt;br /&gt;
&lt;br /&gt;
The application was eventually modified into a DLL, and supplemental scripts were rewritten as one packaged add-on by AdelQue, so standalone conversion was no longer necessary. Notable additions included batch processing, corrected scaling, skeleton reorientation for mirror support, and root motion.&lt;br /&gt;
&lt;br /&gt;
Handling of raw track data was recently found to be identical across all Hedgehog Engine titles. The method in this add-on to achieve correct scaling can be reused for other Hedgehog Engine games stored in [[Resources/Havok Animation|Havok animation]] formats.&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Tools/Sonic_Frontiers_Animation_Tools&amp;diff=587</id>
		<title>Tools/Sonic Frontiers Animation Tools</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Tools/Sonic_Frontiers_Animation_Tools&amp;diff=587"/>
		<updated>2025-01-11T04:10:25Z</updated>

		<summary type="html">&lt;p&gt;AdelQue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Sonic Frontiers Animation Tools}}&lt;br /&gt;
[[File:FrontiersAnimDecompressPreview.gif|alt=chr_sonic@idle_act06|right|frameless|Frontiers Animation Playback]]&lt;br /&gt;
&#039;&#039;&#039;[https://github.com/WistfulHopes/FrontiersAnimDecompress Sonic Frontiers Animations Tools]&#039;&#039;&#039; is a [https://www.blender.org Blender] add-on for importing and exporting animation ([[Resources/Animation|*.anm.pxd]]) and skeleton ([[Resources/Skeleton|*.skl.pxd.]]) files from various Hedgehog Engine 2 games. Despite its name, the tool officially supports most Hedgehog Engine 2 titles including [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]], [[Sonic Origins]], [[Sonic Frontiers]], and [[Shadow Generations]]. &lt;br /&gt;
&lt;br /&gt;
The add-on can currently perform compressed/uncompressed batch animation imports, compressed batch animation exports, skeleton reorientation, and officially supports Blender versions from 3.6 to 4.2 (as a legacy add-on), with reported success in 4.3. Since the add-on includes a DLL, the add-on will only work on Windows.&lt;br /&gt;
&lt;br /&gt;
== Downloads: ==&lt;br /&gt;
&lt;br /&gt;
=== The latest version of the tool at any point can be found [https://github.com/WistfulHopes/FrontiersAnimDecompress/releases/latest/ &#039;&#039;&#039;here.&#039;&#039;&#039;] ===&lt;br /&gt;
The zip download is to be installed as an add-on in Blender without extracting. &lt;br /&gt;
&lt;br /&gt;
== Usage: ==&lt;br /&gt;
&amp;lt;sub&amp;gt;To-do: Make tutorial, but otherwise here&#039;s an overview.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A skeleton needs to be imported into the scene, and this skeleton must be selected in the viewport in order to import or export an animation. The add-on currently only reads bone indices from the animation file, so an animation can &#039;&#039;only&#039;&#039; be imported over the skeleton that it was originally made for. Batch functions can be found in the right ribbon of the viewport&#039;s sidebar, in the &amp;quot;Frontiers Animation&amp;quot; category under the &amp;quot;Animation&amp;quot; tab. &lt;br /&gt;
&lt;br /&gt;
As long as all the bones&#039; scale inheritance mode in your skeleton is set to &amp;quot;Aligned&amp;quot;, and any targets for scale-modifying constraints follow the same inheritance mode, the skeleton should generally export exactly as you see in the viewport. &lt;br /&gt;
&lt;br /&gt;
Per-animation settings (such as FPS and frame range) can be found in the &amp;quot;Action Editor&amp;quot; under the Dope Sheet editor. PXD specific settings may currently not show up for any animation that wasn&#039;t imported, or duplicated off of an imported animation. &lt;br /&gt;
&lt;br /&gt;
When exporting custom skeletons, ensure that all bone names only contain alphanumeric characters. With the exception of underscores &amp;quot;_&amp;quot;, any special characters (such as &amp;quot;.&amp;quot; commonly auto-added to many duplicated resources in Blender) in bone names may cause a crash in-game upon loading. &lt;br /&gt;
&lt;br /&gt;
In order to have a default game skeleton support mirroring in Blender, a skeleton must be imported using YX orientation (a toggleable option in all import/export dialogues). If the skeleton is imported with this setting, &#039;&#039;&#039;all subsequent import/export operations from this add-on must enable YX orientation as well.&#039;&#039;&#039; If it is not properly called out, results in-game will not turn out as expected.&lt;br /&gt;
&lt;br /&gt;
During batch operations, Blender may freeze and become unresponsive. The external Blender console window can (and should) be open so you may view a readout of the import progress instead of assuming the program is crashing. It is not recommended to batch imports hundreds of animations at a time. Depending on your hardware, you may want to play with a group of about 50 at a time or maybe up to 200 if you have a higher end system.&lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
The PXD formats were first supported by Blender scripts created by Turk645. These initial scripts allowed animation and skeleton importing for the files first found in the 2020 Olympic game. &lt;br /&gt;
&lt;br /&gt;
From Origins onward, animation data was identified by ik-01 to be compressed by [https://github.com/nfrechette/acl ACL]. An application called &amp;quot;FrontiersAnimDecompress&amp;quot; was later created by WistfulHopes, which was used to dump decompressed track data (labeled as *.outanim files) from these newly compressed formats. Included with the app were supplemental Blender scripts for importing from the dumped track data (modified from Turk645&#039;s original scripts), as well as custom scripts for exporting custom skeletons and raw track data that could later be recompressed.&lt;br /&gt;
&lt;br /&gt;
The application was eventually modified into a DLL, and supplemental scripts were rewritten as one packaged add-on by AdelQue, so standalone conversion was no longer necessary. Notable additions included batch processing, corrected scaling, skeleton reorientation for mirror support, and root motion.&lt;br /&gt;
&lt;br /&gt;
Handling of raw track data was recently found to be identical across all Hedgehog Engine titles. The method in this add-on to achieve correct scaling can be reused for other Hedgehog Engine games stored in [[Resources/Havok Animation|Havok animation]] formats.&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FrontiersAnimDecompressPreview.gif&amp;diff=586</id>
		<title>File:FrontiersAnimDecompressPreview.gif</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FrontiersAnimDecompressPreview.gif&amp;diff=586"/>
		<updated>2025-01-11T04:09:04Z</updated>

		<summary type="html">&lt;p&gt;AdelQue: AdelQue uploaded a new version of File:FrontiersAnimDecompressPreview.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frontiers Animation Playback in Blender using Frontiers Animation Tools&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FrontiersAnimDecompressPreview.gif&amp;diff=584</id>
		<title>File:FrontiersAnimDecompressPreview.gif</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FrontiersAnimDecompressPreview.gif&amp;diff=584"/>
		<updated>2025-01-11T04:01:54Z</updated>

		<summary type="html">&lt;p&gt;AdelQue: AdelQue uploaded a new version of File:FrontiersAnimDecompressPreview.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frontiers Animation Playback in Blender using Frontiers Animation Tools&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Tools/Sonic_Frontiers_Animation_Tools&amp;diff=583</id>
		<title>Tools/Sonic Frontiers Animation Tools</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Tools/Sonic_Frontiers_Animation_Tools&amp;diff=583"/>
		<updated>2025-01-11T03:56:10Z</updated>

		<summary type="html">&lt;p&gt;AdelQue: Populated page with relevant info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Sonic Frontiers Animation Tools}}&lt;br /&gt;
[[File:FrontiersAnimDecompressPreview.gif|alt=chr_sonic@idle_act06|border|thumb|362x362px|Frontiers Animation Playback]]&lt;br /&gt;
&#039;&#039;&#039;[https://github.com/WistfulHopes/FrontiersAnimDecompress Sonic Frontiers Animations Tools]&#039;&#039;&#039; is a [https://www.blender.org Blender] add-on for importing and exporting animation ([[Resources/Animation|*.anm.pxd]]) and skeleton ([[Resources/Skeleton|*.skl.pxd.]]) files from various Hedgehog Engine 2 games. Despite its name, the tool officially supports most Hedgehog Engine 2 titles including [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]], [[Sonic Origins]], [[Sonic Frontiers]], and [[Shadow Generations]]. &lt;br /&gt;
&lt;br /&gt;
The add-on can currently perform compressed/uncompressed batch animation imports, compressed batch animation exports, skeleton reorientation, and officially supports Blender versions from 3.6 to 4.2 (as a legacy add-on), with reported success in 4.3. Since the add-on includes a DLL, the add-on will only work on Windows.&lt;br /&gt;
&lt;br /&gt;
== Downloads: ==&lt;br /&gt;
&lt;br /&gt;
=== The latest version of the tool at any point can be found [https://github.com/WistfulHopes/FrontiersAnimDecompress/releases/latest/ &#039;&#039;&#039;here.&#039;&#039;&#039;] ===&lt;br /&gt;
The zip download is to be installed as an add-on in Blender without extracting. &lt;br /&gt;
&lt;br /&gt;
== Usage: ==&lt;br /&gt;
&amp;lt;sub&amp;gt;To-do: Make tutorial, but otherwise here&#039;s an overview.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A skeleton needs to be imported into the scene, and this skeleton must be selected in the viewport in order to import or export an animation. The add-on currently only reads bone indices from the animation file, so an animation can &#039;&#039;only&#039;&#039; be imported over the skeleton that it was originally made for. Batch functions can be found in the right ribbon of the viewport&#039;s sidebar, in the &amp;quot;Frontiers Animation&amp;quot; category under the &amp;quot;Animation&amp;quot; tab. &lt;br /&gt;
&lt;br /&gt;
As long as all the bones&#039; scale inheritance mode in your skeleton is set to &amp;quot;Aligned&amp;quot;, and any targets for scale-modifying constraints follow the same inheritance mode, the skeleton should generally export exactly as you see in the viewport. &lt;br /&gt;
&lt;br /&gt;
Per-animation settings (such as FPS and frame range) can be found in the &amp;quot;Action Editor&amp;quot; under the Dope Sheet editor. PXD specific settings may currently not show up for any animation that wasn&#039;t imported, or duplicated off of an imported animation. &lt;br /&gt;
&lt;br /&gt;
When exporting custom skeletons, ensure that all bone names only contain alphanumeric characters. With the exception of underscores &amp;quot;_&amp;quot;, any special characters (such as &amp;quot;.&amp;quot; commonly auto-added to many duplicated resources in Blender) in bone names may cause a crash in-game upon loading. &lt;br /&gt;
&lt;br /&gt;
In order to have a default game skeleton support mirroring in Blender, a skeleton must be imported using YX orientation (a toggleable option in all import/export dialogues). If the skeleton is imported with this setting, &#039;&#039;&#039;all subsequent import/export operations from this add-on must enable YX orientation as well.&#039;&#039;&#039; If it is not properly called out, results in-game will not turn out as expected.&lt;br /&gt;
&lt;br /&gt;
During batch operations, Blender may freeze and become unresponsive. The external Blender console window can (and should) be open so you may view a readout of the import progress instead of assuming the program is crashing. It is not recommended to batch imports hundreds of animations at a time. Depending on your hardware, you may want to play with a group of about 50 at a time or maybe up to 200 if you have a higher end system.&lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
The PXD formats were first supported by Blender scripts created by Turk645. These initial scripts allowed animation and skeleton importing for the files first found in the 2020 Olympic game. &lt;br /&gt;
&lt;br /&gt;
From Origins onward, animation data was identified by ik-01 to be compressed by [https://github.com/nfrechette/acl ACL]. An application called &amp;quot;FrontiersAnimDecompress&amp;quot; was later created by WistfulHopes, which was used to dump decompressed track data (labeled as *.outanim files) from these newly compressed formats. Included with the app were supplemental Blender scripts for importing from the dumped track data (modified from Turk645&#039;s original scripts), as well as custom scripts for exporting custom skeletons and raw track data that could later be recompressed.&lt;br /&gt;
&lt;br /&gt;
The application was eventually modified into a DLL, and supplemental scripts were rewritten as one packaged add-on by AdelQue, so standalone conversion was no longer necessary. Notable additions included batch processing, corrected scaling, skeleton reorientation for mirror support, and root motion.&lt;br /&gt;
&lt;br /&gt;
Handling of raw track data was recently found to be identical across all Hedgehog Engine titles. The method in this add-on to achieve correct scaling can be reused for other Hedgehog Engine games stored in [[Resources/Havok Animation|Havok animation]] formats.&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FrontiersAnimDecompressPreview.gif&amp;diff=581</id>
		<title>File:FrontiersAnimDecompressPreview.gif</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FrontiersAnimDecompressPreview.gif&amp;diff=581"/>
		<updated>2025-01-11T03:49:59Z</updated>

		<summary type="html">&lt;p&gt;AdelQue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frontiers Animation Playback in Blender using Frontiers Animation Tools&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=File:FrontiersAnimDecompress.gif&amp;diff=580</id>
		<title>File:FrontiersAnimDecompress.gif</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=File:FrontiersAnimDecompress.gif&amp;diff=580"/>
		<updated>2025-01-11T03:43:09Z</updated>

		<summary type="html">&lt;p&gt;AdelQue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preview of Frontiers animation playing in Blender&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
	<entry>
		<id>https://hemodding.wiki/index.php?title=Resources&amp;diff=574</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://hemodding.wiki/index.php?title=Resources&amp;diff=574"/>
		<updated>2025-01-11T02:37:20Z</updated>

		<summary type="html">&lt;p&gt;AdelQue: Added Havok Animations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources are the data files that contain things like 3D models, textures, animations and any other kind of assets. Many of these resources are stored in proprietary formats optimized for fast loading times, and thus require special tools to be edited by modders. Many of them are also built using proprietary SEGA technologies, like the ASM animation system. On this page we provide a list of all known resources supported by the Hedgehog Engine, their support in various games and tools that can be used to edit them.&lt;br /&gt;
&lt;br /&gt;
== Archives ==&lt;br /&gt;
Archives are compressed archives (&amp;quot;zip files&amp;quot;) that contain most of the game&#039;s data.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Packfile|Packfile]]&lt;br /&gt;
|Compressed archive containing most other resources.&lt;br /&gt;
|.pac&lt;br /&gt;
|Packfile&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/HedgeArcPack|HedgeArcPack]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Packfile Info|Packfile Info]]&lt;br /&gt;
|Contains information about a packfile.&lt;br /&gt;
|&lt;br /&gt;
|PackfileInfo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Packfile Extended Info|Packfile Extended Info]]&lt;br /&gt;
|Contains extended information about a packfile.&lt;br /&gt;
|&lt;br /&gt;
|PackfileExtendedInfo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Depend|Depend]]&lt;br /&gt;
|Stores information about packfile dependencies.&lt;br /&gt;
|.pac.d&lt;br /&gt;
|ResDepend&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Pac General|Pac General]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|ResPacGeneral&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Virtual Archive|Virtual Archive]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|VirtualArchive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AR File&lt;br /&gt;
|Archive containing resources.&lt;br /&gt;
|.ar&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ARL File&lt;br /&gt;
|Link file containing data on what each .ar file stores and its appropriate splits.&lt;br /&gt;
|.arl&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/HedgeArcPack|HedgeArcPack]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Levels are a new system in [[Games/Sonic Frontier&#039;s|Sonic Frontiers]] and up that allow the game to dynamically load other resources when they are needed. They specify which resources need to be loaded to load a certain &amp;quot;level&amp;quot;. This is a system similar to Unreal Engine&#039;s level system.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Level|Level]]&lt;br /&gt;
|A special resource that&#039;s only used to check whether a level has been loaded in the engine. It does not contain any data.&lt;br /&gt;
|.level&lt;br /&gt;
|ResLevel&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Master Level|Master Level]]&lt;br /&gt;
|Information about levels: which levels depend on each other, and also which resources to load in order to load a level.&lt;br /&gt;
|.mlevel&lt;br /&gt;
|ResMasterLevel&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Configuration Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Reflection|Reflection]]&lt;br /&gt;
|Reflection-enabled configuration data. Contains parameters that can be edited by developers without changing game code.&lt;br /&gt;
|.rfl&lt;br /&gt;
|ResReflection&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/DevTools|DevTools]]&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
* [[Tools/010 Editor Binary Templates|010 Editor Binary Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Set Objects ==&lt;br /&gt;
Set object data is what specifies where game objects are placed and how they are configured. This is what you&#039;ll be editing most when making a stage mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/ObjectWorld / GEdit|ObjectWorld / GEdit]]&lt;br /&gt;
|Object placement and parameter data (HE2).&lt;br /&gt;
|.gedit&lt;br /&gt;
|ResObjectWorld&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]&lt;br /&gt;
* [[Tools/DevTools|DevTools]]&lt;br /&gt;
* [[Tools/HedgeSet|HedgeSet]]&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Orca: Set Object|Orca: Set Object]]&lt;br /&gt;
|Object placement and parameter data (HE1).&lt;br /&gt;
|.orc&lt;br /&gt;
|ResOrcaData&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/HedgeEdit|HedgeEdit]]&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
* [[Tools/GLVL|GLVL]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gismos ==&lt;br /&gt;
Gismos are small reusable objects (that can potentially have physics applied) intended usually for decoration.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Gismo Config Design|Gismo Config Design]]&lt;br /&gt;
|Defines the properties of gismo objects.&lt;br /&gt;
|.gismod&lt;br /&gt;
|ResGismoConfigDesign&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Gismo Config Plan|Gismo Config Plan]]&lt;br /&gt;
|&lt;br /&gt;
|.gismop&lt;br /&gt;
|ResGismoConfigPlan&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Model| Model]]&lt;br /&gt;
| Contains 3D model information (also contains an armature).&lt;br /&gt;
|.model&lt;br /&gt;
|ResModel&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/ModelConverter|ModelConverter]]&lt;br /&gt;
* [[Tools/modelfbx|modelfbx]]&lt;br /&gt;
* [[Tools/HEIO|HEIO]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Terrain Model|Terrain Model]]&lt;br /&gt;
|Contains 3D model information specifically for terrain models. Similar to &amp;quot;Model&amp;quot; but does not contain an armature.&lt;br /&gt;
|.terrain-model&lt;br /&gt;
|ResTerrainModel&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]&lt;br /&gt;
* [[Tools/ModelConverter|ModelConverter]]&lt;br /&gt;
* [[Tools/modelfbx|modelfbx]]&lt;br /&gt;
* [[Tools/HEIO|HEIO]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Heightfield|Heightfield]]&lt;br /&gt;
|Height field maps.&lt;br /&gt;
|.heightfield&lt;br /&gt;
|ResHeightField&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/HeightFielder|HeightFielder]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Model Pointcloud|Model Pointcloud]]&lt;br /&gt;
| Placement information for model or terrain model instances.&lt;br /&gt;
|.pcmodel&lt;br /&gt;
|ResPointcloudModel&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Orca: Map|Orca: Map]]&lt;br /&gt;
|Placement information for model or terrain model instances.&lt;br /&gt;
|.map.bin&lt;br /&gt;
|ResDivMap&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/MIRAGE Model Instance Info|MIRAGE Model Instance Info]]&lt;br /&gt;
|In-engine only resource containing information about model instances.&lt;br /&gt;
|.model-instanceinfo&lt;br /&gt;
|ResMirageModelInstanceInfo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/MIRAGE Terrain Instance Info|MIRAGE Terrain Instance Info]]&lt;br /&gt;
|In-engine only resource containing information about terrain model instances.&lt;br /&gt;
|.terrain-instanceinfo&lt;br /&gt;
|ResMirageTerrainInstanceInfo&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Vertex Link Info|Vertex Link Info]]&lt;br /&gt;
|&lt;br /&gt;
|.vli&lt;br /&gt;
|ResVertexLinkInfo&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MetaTerrainInstance&lt;br /&gt;
|A file containing model and lightfield data capable of animating, commonly used for grass and clouds.&lt;br /&gt;
|.mti&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Texture|Texture]]&lt;br /&gt;
|2D textures for model skinning.&lt;br /&gt;
|.dds&lt;br /&gt;
|ResTexture&lt;br /&gt;
|&lt;br /&gt;
* [https://developer.nvidia.com/texture-tools-exporter nVidia Texture Tools Exporter]&lt;br /&gt;
* DirectX texconv&lt;br /&gt;
* [https://www.gimp.org/ GIMP (cannot read BC7)]&lt;br /&gt;
* [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Streaming Texture|Streaming Texture]]&lt;br /&gt;
|Streamed 2D textures.&lt;br /&gt;
|&lt;br /&gt;
|ResStreamingTexture&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Material|Material]]&lt;br /&gt;
|Material information. Contains shader parameters and texture names.&lt;br /&gt;
|.material&lt;br /&gt;
|ResMaterial&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/HedgeEdit|HedgeEdit]]&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
* [[Tools/HEIO|HEIO]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Terrain Material|Terrain Material]]&lt;br /&gt;
|Terrain material information.&lt;br /&gt;
|.terrain-material&lt;br /&gt;
|ResTerrainMaterial&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Material (Unleashed)|Material]]&lt;br /&gt;
|Contains shader information and texset resource information.&lt;br /&gt;
|.material&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/HedgeEdit|HedgeEdit]]&lt;br /&gt;
|-&lt;br /&gt;
|Texture&lt;br /&gt;
|Contains parameter information for texture files linked to a material.&lt;br /&gt;
|.texture&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/HedgeEdit|HedgeEdit]]&lt;br /&gt;
|-&lt;br /&gt;
|Texset&lt;br /&gt;
|Contains groupings of textures linked to a material.&lt;br /&gt;
|.texset&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/HedgeEdit|HedgeEdit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animations ==&lt;br /&gt;
All kinds of animation data.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/PXD Skeleton|PXD Skeleton]]&lt;br /&gt;
|Skeleton for PXD animations.&lt;br /&gt;
|.skl.pxd&lt;br /&gt;
|ResSkeletonPxd&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Sonic Frontiers Animation Tools|Sonic Frontiers Animation Tools]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/PXD Animation|PXD Animation]]&lt;br /&gt;
|Animation data.&lt;br /&gt;
|.anm.pxd&lt;br /&gt;
|ResAnimationPxd&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Sonic Frontiers Animation Tools|Sonic Frontiers Animation Tools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/PBA Skeleton|PBA Skeleton]]&lt;br /&gt;
|Skeleton for physics based animations.&lt;br /&gt;
|.pba&lt;br /&gt;
|ResPhysicalSkeleton&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Animation State Machine|Animation State Machine]]&lt;br /&gt;
|Animation State Machine data. Handles animation blending, animation states, animation triggers, etc.&lt;br /&gt;
|.asm&lt;br /&gt;
|ResAnimator&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/DevTools|DevTools]]&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/HelperBone|HelperBone]]&lt;br /&gt;
|Currently unknown.&lt;br /&gt;
|.helperbone.bin&lt;br /&gt;
|ResHelperBone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Material Animation|Material Animation]]&lt;br /&gt;
|Material animations.&lt;br /&gt;
|.mat-anim&lt;br /&gt;
|ResAnimMaterial&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/UV Animation|UV Animation]]&lt;br /&gt;
|Texture UV animations (presumably Wii SRT0).&lt;br /&gt;
|.uv-anim&lt;br /&gt;
|ResAnimTexSrt&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KwasTools|KwasTools]] (he_anim_tool)&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Texture Pattern Animation|Texture Pattern Animation]]&lt;br /&gt;
|Texture pattern animations (presumably Wii PAT0).&lt;br /&gt;
|.pt-anim&lt;br /&gt;
|ResAnimTexPat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Visibility Animation|Visibility Animation]]&lt;br /&gt;
|Bone visibility animations (presumably Wii VIS0).&lt;br /&gt;
|.vis-anim&lt;br /&gt;
|ResAnimVis&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Camera Animation|Camera Animation]]&lt;br /&gt;
|Camera animations.&lt;br /&gt;
|.cam-anim&lt;br /&gt;
|ResAnimCameraContainer&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KwasTools|KwasTools]] (he_anim_tool)&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Light Animation|Light Animation]]&lt;br /&gt;
|Light animations.&lt;br /&gt;
|.lit-anim&lt;br /&gt;
|ResAnimLightContainer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Vertex Animation Texture|Vertex Animation Texture]]&lt;br /&gt;
|Vertex animation textures (textures that efficiently encode large scale animations on vertices).&lt;br /&gt;
|.vat&lt;br /&gt;
|ResVertexAnimationTexture&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Havok Skeleton|Havok Skeleton]]&lt;br /&gt;
|Skeleton for Havok Animations&lt;br /&gt;
|.skl.hkx&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Havok Animation|Havok Animation]]&lt;br /&gt;
|Animation data.&lt;br /&gt;
|.anm.hkx&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/MIRAGE Light|MIRAGE Light]]&lt;br /&gt;
|MIRAGE point lights.&lt;br /&gt;
|.light&lt;br /&gt;
|ResMirageLight&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/MIRAGE Lightfield|MIRAGE Lightfield]]&lt;br /&gt;
|MIRAGE light field data.&lt;br /&gt;
|.lft&lt;br /&gt;
|ResMirageLightField&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/SH Lightfield|SH Lightfield]]&lt;br /&gt;
|Spherical harmonics based light field data.&lt;br /&gt;
|.lf&lt;br /&gt;
|ResSHLightField&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Probe|Probe]]&lt;br /&gt;
|IBL probe data.&lt;br /&gt;
|.probe&lt;br /&gt;
|ResProbe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Light Pointcloud|Light Pointcloud]]&lt;br /&gt;
|Instance placement information for point lights.&lt;br /&gt;
|.pcrt&lt;br /&gt;
|ResPointcloudLight&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
* [[Tools/AshDumpTool|AshDumpTool]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FxCol ==&lt;br /&gt;
FxCol defines collision shapes in the game world that can apply post processing effects when the player walks through them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/FxColFile2|FxColFile2]]&lt;br /&gt;
|FxCol configuration.&lt;br /&gt;
|.fxcol&lt;br /&gt;
|ResFxColFile2&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/DevTools|DevTools]]&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SvCol ==&lt;br /&gt;
SvCol defines collision shapes in the game world that control sector visibility (a form of culling).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/SvCol2|SvCol2]]&lt;br /&gt;
|SvCol configuration.&lt;br /&gt;
|.svcol&lt;br /&gt;
|ResSvCol2&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Cyan Effect|Cyan Effect]]&lt;br /&gt;
|Particle effect systems.&lt;br /&gt;
|.cemt&lt;br /&gt;
|ResEffect&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/CEMT Color Editing Tool|CEMT Color Editing Tool]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Particle Location|Particle Location]]&lt;br /&gt;
|Database of particle effects with transform values and sounds&lt;br /&gt;
|.effdb&lt;br /&gt;
|ResParticleLocation&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/AshDumpTool|AshDumpTool]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Bullet Mesh|Bullet Mesh]]&lt;br /&gt;
|Bullet physics engine mesh. Used for collision detection.&lt;br /&gt;
|.btmesh&lt;br /&gt;
|ResPhysicsMesh&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/btmesh|btmesh]]&lt;br /&gt;
* [[Tools/HEIO|HEIO]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Bullet Soft Body|Bullet Soft Body]]&lt;br /&gt;
|Bullet physics engine soft body.&lt;br /&gt;
|.btsb&lt;br /&gt;
|ResSoftBody&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Bullet Skinned Mesh Collider|Bullet Skinned Mesh Collider]]&lt;br /&gt;
|Bullet physics engine skinned mesh collider. Not exactly known what this is currently.&lt;br /&gt;
|.btsmc&lt;br /&gt;
|ResSkinnedMeshCollider&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Collision Pointcloud|Collision Pointcloud]]&lt;br /&gt;
|Instance placement info for collision meshes.&lt;br /&gt;
|.pccol&lt;br /&gt;
|ResPointCloudCollision&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]] &lt;br /&gt;
* [[Tools/AshDumpTool|AshDumpTool]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
Paths are 3D splines that the game engine uses for various tasks, e.g. to generate grind rails, calculate projectile movements, generate replicated objects and keep the player on a 2D rail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Orca: Spline Path|Orca: Spline Path]]&lt;br /&gt;
|Contains path information.&lt;br /&gt;
|.path.bin&lt;br /&gt;
|ResSplinePath&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Orca: Spline Path 2|Orca: Spline Path 2]]&lt;br /&gt;
|Contains path information.&lt;br /&gt;
|.path2.bin&lt;br /&gt;
|ResSplinePath2&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Path|Path]]&lt;br /&gt;
|Contains path information.&lt;br /&gt;
|.path&lt;br /&gt;
|ResSplinePath&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]&lt;br /&gt;
* [[Tools/Restoration Issue Pocketknife|Restoration Issue Pocketknife]]&lt;br /&gt;
* [[Tools/KnuxTools|KnuxTools]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Occlusion Capsule ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Occlusion Capsule|Occlusion Capsule]]&lt;br /&gt;
|Occlusion capsules&lt;br /&gt;
|.occ&lt;br /&gt;
|ResOcclusionCapsule&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Atmosphere ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Atmospheric Fog|Atmospheric Fog]]&lt;br /&gt;
|Atmospheric fog data.&lt;br /&gt;
|?&lt;br /&gt;
|ResAtmosphericFog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Density (vegetation) ==&lt;br /&gt;
Density is HE&#039;s GPU based vegetation system.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Density Setting|Density Setting]]&lt;br /&gt;
|Configures the Hedgehog Engine density system. Configures all the density system&#039;s parameters and references density models.&lt;br /&gt;
|.densitysetting&lt;br /&gt;
|ResDensitySetting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Density Point Cloud|Density Point Cloud]]&lt;br /&gt;
|Placement of pre-baked density models.&lt;br /&gt;
|.densitypointcloud&lt;br /&gt;
|ResDensityPointCloud&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Density Instance|Density Instance]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|ResDensityInstance&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Terrain Grass Info|Terrain Grass Info]]&lt;br /&gt;
|&lt;br /&gt;
|.grass.bin&lt;br /&gt;
|ResTerrainGrassInfo&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NavMesh ==&lt;br /&gt;
Navmeshes are meshes that the game&#039;s AI actors can use to navigate the map.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/NavMesh Config|NavMesh Config]]&lt;br /&gt;
|Navmesh configuration&lt;br /&gt;
|.nmc&lt;br /&gt;
|ResNavMeshConfig&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/NavMesh Tile|NavMesh Tile]]&lt;br /&gt;
|Navmesh tile&lt;br /&gt;
|.nmt&lt;br /&gt;
|ResNavMeshTile&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Navigation Mesh&lt;br /&gt;
|Navigation mesh map&lt;br /&gt;
|.navi.xml / .navi.xmlbin&lt;br /&gt;
|NavigationMesh&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AI State Machine ==&lt;br /&gt;
The AI state machine controls AI behavior of enemies in game.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/AI State Machine|AI State Machine]]&lt;br /&gt;
|Configuration for the AI State Machine&lt;br /&gt;
|.aism&lt;br /&gt;
|ResAIStateMachine&lt;br /&gt;
|[[Tools/010 Editor Binary Templates|AshDump]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cinematics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Scene|Scene]]&lt;br /&gt;
|Legacy cinematics system.&lt;br /&gt;
|.scene&lt;br /&gt;
|ResScene&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/DvScene|DvScene]]&lt;br /&gt;
|Cinematics.&lt;br /&gt;
|.dvscene&lt;br /&gt;
|ResDvScene&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/010 Editor Binary Templates|010 Editor Binary Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Decals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Decal|Decal]]&lt;br /&gt;
|Decals. Referenced in FxColManager.&lt;br /&gt;
|?&lt;br /&gt;
|ResDecal&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Decal Pointcloud|Decal Pointcloud]]&lt;br /&gt;
|Placement information for decal instances. Referenced in FxColManager.&lt;br /&gt;
|?&lt;br /&gt;
|ResDecalPointcloud&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shaders ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Vertex Shader|Vertex Shader]]&lt;br /&gt;
|Vertex shaders.&lt;br /&gt;
|.vso&lt;br /&gt;
|ResVertexShader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Pixel Shader|Pixel Shader]]&lt;br /&gt;
|Pixel shaders.&lt;br /&gt;
|.pso&lt;br /&gt;
|ResFragmentShader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Compute Shader|Compute Shader]]&lt;br /&gt;
|Compute shaders&lt;br /&gt;
|.cso&lt;br /&gt;
|ResComputeShader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Shader List|Shader List]]&lt;br /&gt;
|List of shaders.&lt;br /&gt;
|.shader-list&lt;br /&gt;
|ResShaderList&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Audio ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name&lt;br /&gt;
!Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Atom Config|Atom Config]]&lt;br /&gt;
|CRIware Atom configuration data.&lt;br /&gt;
|.acf&lt;br /&gt;
|ResAtomConfig&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Atom Cue Sheet|Atom Cue Sheet]]&lt;br /&gt;
|CRIware Atom cue sheet. Contains the game&#039;s audio and cue/AISAC information.&lt;br /&gt;
|.acb&lt;br /&gt;
|ResAtomCueSheet&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/KwasTools|KwasTools]] (cri_utf_tool)&lt;br /&gt;
* [[Tools/SonicAudioTools|SonicAudioTools]] (Deprecated)&lt;br /&gt;
* [[Tools/Eternity Audio Tool|Eternity Audio Tool]] (Outdated)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name&lt;br /&gt;
!Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/SurfRide SWIF|SurfRide SWIF]]&lt;br /&gt;
|Describes UI layout and animations. Similar to a primitive version of Adobe Flash.&lt;br /&gt;
|.swif&lt;br /&gt;
|ResSurfRideProject&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/DevTools|DevTools]]&lt;br /&gt;
* [[Tools/010 Editor Binary Templates|010 Editor Binary Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name&lt;br /&gt;
!Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Lua|Lua]]&lt;br /&gt;
|A Lua script.&lt;br /&gt;
|.lua&lt;br /&gt;
|ResLuaData&lt;br /&gt;
|&lt;br /&gt;
* Any text editor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Haptics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Vibration|Vibration]]&lt;br /&gt;
|Haptics vibration information.&lt;br /&gt;
|.vib&lt;br /&gt;
|ResVibration&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clipmap ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Clipmap Ocean|Clipmap Ocean]]&lt;br /&gt;
|&lt;br /&gt;
|.cob&lt;br /&gt;
|ResClipmapOcean&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Localization ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Converse Project|Converse Project]]&lt;br /&gt;
|Localization project data.&lt;br /&gt;
|.cnvrs-proj&lt;br /&gt;
|ResTextProject&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Converse Editor|Converse Editor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Converse Text|Converse Text]]&lt;br /&gt;
|Localization text data.&lt;br /&gt;
|.cnvrs-text&lt;br /&gt;
|ResText&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Puyo Text Editor|Puyo Text Editor]]&lt;br /&gt;
* [[Tools/Converse Editor|Converse Editor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Converse Meta|Converse Meta]]&lt;br /&gt;
|Localization metadata.&lt;br /&gt;
|.cnvrs-meta&lt;br /&gt;
|ResTextMeta&lt;br /&gt;
|&lt;br /&gt;
* [[Tools/Converse Editor|Converse Editor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fonts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Bitmap Font|Bitmap Font]]&lt;br /&gt;
|Bitmap fonts.&lt;br /&gt;
|.bfnt&lt;br /&gt;
|ResBitmapFont&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Scalable Font Set|Scalable Font Set]]&lt;br /&gt;
|Vector fonts.&lt;br /&gt;
|.scfnt&lt;br /&gt;
|ResScalableFontSet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Optical Kerning|Optical Kerning]]&lt;br /&gt;
|Information about optical text kerning.&lt;br /&gt;
|.okern&lt;br /&gt;
|ResOpticalKerning&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unicode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/ICU data|ICU data]]&lt;br /&gt;
|Data for libicu (unicode library)&lt;br /&gt;
|.icu&lt;br /&gt;
|ResIcuData&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
!Extension&lt;br /&gt;
!Engine name!! Editing tools&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Name Extra|Name Extra]]&lt;br /&gt;
|&lt;br /&gt;
|.nextra&lt;br /&gt;
|ResNameExtra&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Resources/Pointcloud|Pointcloud]]&lt;br /&gt;
|&lt;br /&gt;
|.pointcloud&lt;br /&gt;
|ResPointcloud&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AdelQue</name></author>
	</entry>
</feed>