Resources: Difference between revisions
Added more tools (some are considered outdated) |
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Archives are compressed archives ("zip files") that contain most of the game's data. | Archives are compressed archives ("zip files") that contain most of the game's data. | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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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. | 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. | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Configuration Parameters == | == Configuration Parameters == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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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. | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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Gismos are small reusable objects (that can potentially have physics applied) intended usually for decoration. | Gismos are small reusable objects (that can potentially have physics applied) intended usually for decoration. | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Models == | == Models == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Textures == | == Textures == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Materials == | == Materials == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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All kinds of animation data. | All kinds of animation data. | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Lighting == | == Lighting == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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FxCol defines collision shapes in the game world that can apply post processing effects when the player walks through them. | FxCol defines collision shapes in the game world that can apply post processing effects when the player walks through them. | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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SvCol defines collision shapes in the game world that control culling. | SvCol defines collision shapes in the game world that control culling. | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Effects == | == Effects == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Physics == | == Physics == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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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. | 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. | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Occlusion Capsule == | == Occlusion Capsule == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Atmosphere == | == Atmosphere == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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Density is HE's GPU based vegetation system. | Density is HE's GPU based vegetation system. | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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Navmeshes are meshes that the game's AI actors can use to navigate the map. | Navmeshes are meshes that the game's AI actors can use to navigate the map. | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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The AI state machine controls AI behavior of enemies in game. | The AI state machine controls AI behavior of enemies in game. | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Cinematics == | == Cinematics == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Decals == | == Decals == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Shaders == | == Shaders == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Audio == | == Audio == | ||
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!Name | !Name | ||
!Description | !Description | ||
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== UI == | == UI == | ||
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!Name | !Name | ||
!Description | !Description | ||
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== Scripting == | == Scripting == | ||
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!Name | !Name | ||
!Description | !Description | ||
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== Haptics == | == Haptics == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Clipmap == | == Clipmap == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Localization == | == Localization == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Fonts == | == Fonts == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Unicode == | == Unicode == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension | ||
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== Unknown == | == Unknown == | ||
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! Name !! Description | ! Name !! Description | ||
!Extension | !Extension |
Revision as of 02:52, 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.
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Packfile | Compressed archive containing most other resources. | .pac | Packfile |
|
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.
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 |
|
Configuration Parameters
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 |
|
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.
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
ObjectWorld / GEdit | Object placement and parameter data. | .gedit | ResObjectWorld |
|
Orca: Set Object | Object placement and parameter data | .orc | ResOrcaData |
|
Gismos
Gismos are small reusable objects (that can potentially have physics applied) intended usually for decoration.
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Gismo Config Design | Defines the properties of gismo objects. | .gismod | ResGismoConfigDesign |
|
Gismo Config Plan | .gismop | ResGismoConfigPlan |
Models
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Model | Contains 3D model information (also contains an armature). | .model | ResModel |
|
Terrain Model | Contains 3D model information specifically for terrain models. Similar to "Model" but does not contain an armature. | .terrain-model | ResTerrainModel |
|
Heightfield | Height field maps. | .heightfield | ResHeightField |
|
Model Pointcloud | Placement information for model or terrain model instances. | .pcmodel | ResPointcloudModel |
|
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
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Texture | 2D textures for model skinning. | .dds | ResTexture |
|
Streaming Texture | Streamed 2D textures. | ResStreamingTexture |
Materials
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Material | Material information. Contains shader parameters and texture names. | .material | ResMaterial |
|
Terrain Material | Terrain material information. | .terrain-material | ResTerrainMaterial |
Animations
All kinds of animation data.
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
PXD Skeleton | Skeleton for AnimationPXD animations. | .skl.pxd | ResSkeletonPxd |
|
PXD Animation | Animation data. | .anm.pxd | ResAnimationPxd |
|
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 |
|
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 |
|
Lighting
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
MIRAGE Light | MIRAGE point lights. | .light | ResMirageLight |
|
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.
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
FxColFile2 | FxCol configuration. | .fxcol | ResFxColFile2 |
|
SvCol
SvCol defines collision shapes in the game world that control culling.
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
SvCol2 | SvCol configuration. | .svcol | ResSvCol2 |
Effects
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Cyan Effect | Particle effect systems. | .cemt | ResEffect |
|
Particle Location | .effdb | ResParticleLocation |
Physics
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Bullet Mesh | Bullet physics engine mesh. Used for collision detection. | .btmesh | ResPhysicsMesh |
|
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.
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Orca: Spline Path | Contains path information. | .path.bin | ResSplinePath |
|
Orca: Spline Path 2 | Contains path information. | .path2.bin | ResSplinePath2 | |
Path | Contains path information. | .path | ResSplinePath |
|
Occlusion Capsule
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Occlusion Capsule | Occlusion capsules | .occ | ResOcclusionCapsule |
Atmosphere
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Atmospheric Fog | Atmospheric fog data. | ? | ResAtmosphericFog |
Density (vegetation)
Density is HE's GPU based vegetation system.
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 |
|
Density Instance | ResDensityInstance | |||
Terrain Grass Info | .grass.bin | ResTerrainGrassInfo |
Navmeshes are meshes that the game's AI actors can use to navigate the map.
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.
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
AI State Machine | Configuration for the AI State Machine | .aism | ResAIStateMachine |
Cinematics
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Scene | Legacy cinematics system. | .scene | ResScene | |
DvScene | Cinematics. | .dvbsc | ResDvScene |
Decals
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
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Vertex Shader | Vertex shaders. | .vso | ResVertexShader |
|
Pixel Shader | Pixel shaders. | .pso | ResFragmentShader |
|
Compute Shader | Compute shaders | .cso | ResComputeShader |
|
Shader List | List of shaders. | .shader-list | ResShaderList |
Audio
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 |
|
UI
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
SurfRide SWIF | Describes UI layout and animations. Similar to a primitive version of Adobe Flash. | .swif | ResSurfRideProject |
|
Scripting
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Lua | A Lua script. | .lua | ResLuaData |
|
Haptics
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Vibration | Haptics vibration information. | .vib | ResVibration |
Clipmap
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Clipmap Ocean | .cob | ResClipmapOcean |
Localization
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Converse Project | Localization project data. | .cnvrs-proj | ResTextProject | |
Converse Text | Localization text data. | .cnvrs-text | ResText |
|
Converse Meta | Localization metadata. | .cnvrs-meta | ResTextMeta |
Fonts
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
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
ICU data | Data for libicu (unicode library) | .icu | ResIcuData |
Unknown
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Name Extra | .nextra | ResNameExtra | ||
Pointcloud | .pointcloud | ResPointcloud |