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Revision as of 00:56, 6 January 2025

Resources are the data files that contain things like 3D models, textures, animations and any other kind of data. 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.

Archives

Archives are compressed archives ("zip files") that contain most of the game's data.

Resource types
Name Description Extension Engine name Editing tools
Packfile Compressed archive containing most other resources. .pac Packfile
  • HedgeArcPack
Packfile Info Contains information about a packfile. PackfileInfo
Packfile Extended Info Contains extended information about a packfile. PackfileExtendedInfo
Depend In-engine only resource that stores information about packfile dependencies. .pac.d ResDepend
Pac General ResPacGeneral
Virtual Archive VirtualArchive

Levels

Levels are a new system in 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 "level". This is a system similar to Unreal Engine's level system.

Resource types
Name Description Extension Engine name Editing tools
Level A special resource that's only used to check whether a level has been loaded in the engine. It does not contain any data. .level ResLevel N/A
Master Level Information about levels: which levels depend on each other, and also which resources to load in order to load a level. .mlevel ResMasterLevel
  • KnuxTools
  • Restoration Issue Pocketknife

Configuration Parameters

Resource types
Name Description Extension Engine name Editing tools
Reflection Reflection-enabled configuration data. Contains parameters that can be edited by developers without changing game code. .rfl ResReflection
  • DevTools
  • Restoration Issue Pocketknife
  • 010 Editor templates

Set Objects

Set object data is what specifies where game objects are placed and how they are configured. This is what you'll be editing most when making a stage mod.

Resource types
Name Description Extension Engine name Editing tools
ObjectWorld / GEdit Object placement and parameter data. .gedit ResObjectWorld
  • BlendHog
  • DevTools
  • HedgeSet
  • Restoration Issue Pocketknife
Orca: Set Object Object placement and parameter data .orc ResOrcaData
  • HedgeEdit
  • Restoration Issue Pocketknife
  • GLvl

Gismos

Gismos are small reusable objects (that can potentially have physics applied) intended usually for decoration.

Resource types
Name Description Extension Engine name Editing tools
Gismo Config Design Defines the properties of gismo objects. .gismod ResGismoConfigDesign
  • KnuxTools
Gismo Config Plan .gismop ResGismoConfigPlan

Models

Resource types
Name Description Extension Engine name Editing tools
Model Contains 3D model information (also contains an armature). .model ResModel
  • ModelConverter
  • modelfbx
  • HEIO
Terrain Model Contains 3D model information specifically for terrain models. Similar to "Model" but does not contain an armature. .terrain-model ResTerrainModel
  • ModelConverter
  • modelfbx
  • HEIO
Heightfield Height field maps. .heightfield ResHeightField
  • BlendHog
Model Pointcloud Placement information for model or terrain model instances. .pcmodel ResPointcloudModel
  • BlendHog
  • KnuxTools
  • Restoration Issue Pocketknife
Orca: Map Placement information for model or terrain model instances. .map.bin ResDivMap
MIRAGE Model Instance Info In-engine only resource containing information about model instances. .model-instanceinfo ResMirageModelInstanceInfo
MIRAGE Terrain Instance Info In-engine only resource containing information about terrain model instances. .terrain-instanceinfo ResMirageTerrainInstanceInfo
Vertex Link Info .vli ResVertexLinkInfo

Textures

Resource types
Name Description Extension Engine name Editing tools
Texture 2D textures for model skinning. .dds ResTexture
  • nVidia Texture Tools Exporter
  • DirectX texconv
  • GIMP (cannot read BC7)
  • Paint.NET
Streaming Texture Streamed 2D textures. ResStreamingTexture

Materials

Resource types
Name Description Extension Engine name Editing tools
Material Material information. Contains shader parameters and texture names. .material ResMaterial
  • HedgeEdit
  • Restoration Issue Pocketknife
  • HEIO
Terrain Material Terrain material information. .terrain-material ResTerrainMaterial

Animations

All kinds of animation data.

Resource types
Name Description Extension Engine name Editing tools
PXD Skeleton Skeleton for AnimationPXD animations. .skl.pxd ResSkeletonPxd
  • FrontiersAnimDecompress
PXD Animation Animation data. .anm.pxd ResAnimationPxd
  • FrontiersAnimDecompress
PBA Skeleton Skeleton for physics based animations. .pba ResPhysicalSkeleton
Animation State Machine Animation State Machine data. Handles animation blending, animation states, animation triggers, etc. .asm ResAnimator
  • DevTools
  • Restoration Issue Pocketknife
HelperBone Currently unknown. .helperbone.bin ResHelperBone
Material Animation Material animations. .mat-anim ResAnimMaterial
UV Animation Texture UV animations (presumably Wii SRT0). .uv-anim ResAnimTexSrt
Texture Pattern Animation Texture pattern animations (presumably Wii PAT0). .pt-anim ResAnimTexPat
Visibility Animation Bone visibility animations (presumably Wii VIS0). .vis-anim ResAnimVis
Camera Animation Camera animations. .cam-anim ResAnimCameraContainer
Light Animation Light animations. .lit-anim ResAnimLightContainer
Vertex Animation Texture Vertex animation textures (textures that efficiently encode large scale animations on vertices). .vat ResVertexAnimationTexture
  • Restoration Issue Pocketknife

Lighting

Resource types
Name Description Extension Engine name Editing tools
MIRAGE Light MIRAGE point lights. .light ResMirageLight
  • SharpNeedle
MIRAGE Lightfield MIRAGE light field data. .lft ResMirageLightField
SH Lightfield Spherical harmonics based light field data. .lf ResSHLightField
Probe IBL probe data. .probe ResProbe
Light Pointcloud Instance placement information for point lights. .pcrt ResPointcloudLight

FxCol

FxCol defines collision shapes in the game world that can apply post processing effects when the player walks through them.

Resource types
Name Description Extension Engine name Editing tools
FxColFile2 FxCol configuration. .fxcol ResFxColFile2
  • DevTools
  • Restoration Issue Pocketknife

SvCol

SvCol defines collision shapes in the game world that control culling.

Resource types
Name Description Extension Engine name Editing tools
SvCol2 SvCol configuration. .svcol ResSvCol2

Effects

Resource types
Name Description Extension Engine name Editing tools
Cyan Effect Particle effect systems. .cemt ResEffect
  • CEMT Color Editing Tool
Particle Location .effdb ResParticleLocation

Physics

Resource types
Name Description Extension Engine name Editing tools
Bullet Mesh Bullet physics engine mesh. Used for collision detection. .btmesh ResPhysicsMesh
  • btmesh
  • HEIO
Bullet Soft Body Bullet physics engine soft body. .btsb ResSoftBody
Bullet Skinned Mesh Collider Bullet physics engine skinned mesh collider. Not exactly known what this is currently. .btsmc ResSkinnedMeshCollider
Collision Pointcloud Instance placement info for collision meshes. .pccol ResPointCloudCollision

Paths

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.

Resource types
Name Description Extension Engine name Editing tools
Orca: Spline Path Contains path information. .path.bin ResSplinePath
  • Restoration Issue Pocketknife
Orca: Spline Path 2 Contains path information. .path2.bin ResSplinePath2
Path Contains path information. .path ResSplinePath
  • BlendHog
  • Restoration Issue Pocketknife


Occlusion Capsule

Resource types
Name Description Extension Engine name Editing tools
Occlusion Capsule Occlusion capsules .occ ResOcclusionCapsule

Atmosphere

Resource types
Name Description Extension Engine name Editing tools
Atmospheric Fog Atmospheric fog data. ? ResAtmosphericFog

Density (vegetation)

Density is HE's GPU based vegetation system.

Resource types
Name Description Extension Engine name Editing tools
Density Setting Configures the Hedgehog Engine density system. Configures all the density system's parameters and references density models. .densitysetting ResDensitySetting
Density Point Cloud Placement of pre-baked density models. .densitypointcloud ResDensityPointCloud
  • BlendHog
Density Instance ResDensityInstance
Terrain Grass Info .grass.bin ResTerrainGrassInfo

NavMesh

Navmeshes are meshes that the game's AI actors can use to navigate the map.

Resource types
Name Description Extension Engine name Editing tools
NavMesh Config Navmesh configuration .nmc ResNavMeshConfig
NavMesh Tile Navmesh tile .nmt ResNavMeshTile

AI State Machine

The AI state machine controls AI behavior of enemies in game.

Resource types
Name Description Extension Engine name Editing tools
AI State Machine Configuration for the AI State Machine .aism ResAIStateMachine

Cinematics

Resource types
Name Description Extension Engine name Editing tools
Scene Legacy cinematics system. .scene ResScene
DvScene Cinematics. .dvbsc ResDvScene

Decals

Resource types
Name Description Extension Engine name Editing tools
Decal Decals. Referenced in FxColManager. ? ResDecal
Decal Pointcloud Placement information for decal instances. Referenced in FxColManager. ? ResDecalPointcloud

Shaders

Resource types
Name Description Extension Engine name Editing tools
Vertex Shader Vertex shaders. .vso ResVertexShader
  • HedgeNeedle
Pixel Shader Pixel shaders. .pso ResFragmentShader
  • HedgeNeedle
Compute Shader Compute shaders .cso ResComputeShader
  • HedgeNeedle
Shader List List of shaders. .shader-list ResShaderList

Audio

Resource types
Name Description Extension Engine name Editing tools
Atom Config CRIware Atom configuration data. .acf ResAtomConfig
Atom Cue Sheet CRIware Atom cue sheet. Contains the game's audio and cue/AISAC information. .acb ResAtomCueSheet
  • KwasTools

UI

Resource types
Name Description Extension Engine name Editing tools
SurfRide SWIF Describes UI layout and animations. Similar to a primitive version of Adobe Flash. .swif ResSurfRideProject
  • DevTools

Scripting

Resource types
Name Description Extension Engine name Editing tools
Lua A Lua script. .lua ResLuaData
  • Any text editor

Haptics

Resource types
Name Description Extension Engine name Editing tools
Vibration Haptics vibration information. .vib ResVibration

Clipmap

Resource types
Name Description Extension Engine name Editing tools
Clipmap Ocean .cob ResClipmapOcean

Localization

Resource types
Name Description Extension Engine name Editing tools
Converse Project Localization project data. .cnvrs-proj ResTextProject
Converse Text Localization text data. .cnvrs-text ResText
  • PuyoPuyo Text Editor
  • Converse Editor
Converse Meta Localization metadata. .cnvrs-meta ResTextMeta

Fonts

Resource types
Name Description Extension Engine name Editing tools
Bitmap Font Bitmap fonts. .bfnt ResBitmapFont
Scalable Font Set Vector fonts. .scfnt ResScalableFontSet
Optical Kerning Information about optical text kerning. .okern ResOpticalKerning

Unicode

Resource types
Name Description Extension Engine name Editing tools
ICU data Data for libicu (unicode library) .icu ResIcuData

Unknown

Resource types
Name Description Extension Engine name Editing tools
Name Extra .nextra ResNameExtra
Pointcloud .pointcloud ResPointcloud