Jump to content

Tools: Difference between revisions

From HEModdingWiki
No edit summary
Tag: 2017 source edit
Line 1: Line 1:
This page is a list of modding tools that can be used to edit Hedgehog Engine resources.
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.
 
== Archive unpackers ==


== Archives ==
Archives are compressed archives ("zip files") that contain most of the game's data.
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|Packfile
|Compressed archive containing most other resources.
|.pac
|Packfile
|
* HedgeArcPack
* HedgeArcPack
* [https://github.com/soopercool101/BrawlCrate BrawlCrate]
|-
 
|Packfile Info
== General resource conversion tools ==
|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
|
|}


* SkythTools
== Levels ==
* HedgeNeedle
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.
* SharpNeedle
{| class="wikitable"
! 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
* KnuxTools
* KwasTools
* Restoration Issue Pocketknife
|}


== Level Editors ==
== Configuration Parameters ==
{| class="wikitable"
! 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.
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|ObjectWorld / GEdit
|Object placement and parameter data.
|.gedit
|ResObjectWorld
|
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]
* [[DevTools]]
* DevTools
* HedgeSet
* Restoration Issue Pocketknife
|-
|Orca: Set Object
|Object placement and parameter data
|.orc
|ResOrcaData
|
* HedgeEdit
* HedgeEdit
* GLVL
== Parameter editing tools ==
* [[DevTools]]
* Restoration Issue Pocketknife
* Restoration Issue Pocketknife
* GLvl
|}


* [https://www.sweetscape.com/010editor/ 010 Editor] with RFL bt templates
== Gismos ==
Gismos are small reusable objects (that can potentially have physics applied) intended usually for decoration.
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|Gismo Config Design
|Defines the properties of gismo objects.
|.gismod
|ResGismoConfigDesign
|
* KnuxTools
|-
|Gismo Config Plan
|
|.gismop
|ResGismoConfigPlan
|
|}


== Modeling and Animation tools ==
== Models ==
 
{| class="wikitable"
* [https://www.blender.org/ Blender]
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
| Model || Contains 3D model information (also contains an armature).
|.model
|ResModel
|
* ModelConverter
* modelfbx
* HEIO
* HEIO
|-
|Terrain Model
|Contains 3D model information specifically for terrain models. Similar to "Model" but does not contain an armature.
|.terrain-model
|ResTerrainModel
|
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]
* ModelConverter
* ModelConverter
* modelfbx
* modelfbx
* FrontiersAnimDecompress
* HEIO
 
|-
== Texture editing tools ==
|Heightfield
|Height field maps.
|.heightfield
|ResHeightField
|
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]
|-
| Model Pointcloud || Placement information for model or terrain model instances.
|.pcmodel
|ResPointcloudModel
|
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]
* 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 ==
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|Texture
|2D textures for model skinning.
|.dds
|ResTexture
|
* [https://developer.nvidia.com/texture-tools-exporter nVidia Texture Tools Exporter]
* [https://developer.nvidia.com/texture-tools-exporter nVidia Texture Tools Exporter]
* DirectX texconv
* DirectX texconv
* [https://www.gimp.org/ GIMP]
* [https://www.gimp.org/ GIMP (cannot read BC7)]
* [https://www.getpaint.net/ Paint.NET]
* [https://www.getpaint.net/ Paint.NET]
|-
|Streaming Texture
|Streamed 2D textures.
|
|ResStreamingTexture
|
|}


== Audio tools ==
== Materials ==
{| class="wikitable"
! 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.
{| class="wikitable"
! 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
|
* KwasTools (he_anim_tool)
|-
|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 ==
{| class="wikitable"
! 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.
{| class="wikitable"
! 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.
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|SvCol2
|SvCol configuration.
|.svcol
|ResSvCol2
|
|}
== Effects ==
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|Cyan Effect
|Particle effect systems.
|.cemt
|ResEffect
|
* CEMT Color Editing Tool
|-
|Particle Location
|
|.effdb
|ResParticleLocation
|
|}
== Physics ==
{| class="wikitable"
! 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.
{| class="wikitable"
! 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
|
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]
* Restoration Issue Pocketknife
|}
== Occlusion Capsule ==
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|Occlusion Capsule
|Occlusion capsules
|.occ
|ResOcclusionCapsule
|}
== Atmosphere ==
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|Atmospheric Fog
|Atmospheric fog data.
|?
|ResAtmosphericFog
|}
== Density (vegetation) ==
Density is HE's GPU based vegetation system.
{| class="wikitable"
! 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
|
* [[Tools/Blendhog Level Creator|Blendhog Level Creator]]
|-
|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.
{| class="wikitable"
! 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.
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|AI State Machine
|Configuration for the AI State Machine
|.aism
|ResAIStateMachine
|
|}
== Cinematics ==
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|Scene
|Legacy cinematics system.
|.scene
|ResScene
|
|-
|DvScene
|Cinematics.
|.dvbsc
|ResDvScene
|
|}
== Decals ==
{| class="wikitable"
! 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 ==
{| class="wikitable"
! 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 ==
{| class="wikitable"
!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 (cri_utf_tool)
* KwasTools (cri_utf_tool)
* [https://github.com/libertyernie/LoopingAudioConverter LoopingAudioConverter]
* [https://www.foobar2000.org/ foobar2000] (with libvgmstream plugin)
* SonicAudioTools (Outdated)
* SonicAudioTools (Outdated)
* Eternity Audio Tool (Outdated)
* Eternity Audio Tool (Outdated)
|}


== GI baking tools ==
== UI ==
{| class="wikitable"
!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
* 010 Editor Templates
|}


* HedgeGI
== Scripting ==
{| class="wikitable"
!Name
!Description
!Extension
!Engine name
!Editing tools
|-
|Lua
|A Lua script.
|.lua
|ResLuaData
|
* Any text editor
|}


== Localization editing tools ==
== Haptics ==
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|Vibration
|Haptics vibration information.
|.vib
|ResVibration
|
|}


== Clipmap ==
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|Clipmap Ocean
|
|.cob
|ResClipmapOcean
|
|}
== Localization ==
{| class="wikitable"
! 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
* PuyoPuyo Text Editor
* Converse Editor
* Converse Editor
|-
|Converse Meta
|Localization metadata.
|.cnvrs-meta
|ResTextMeta
|
|}


== UI editing tools ==
== Fonts ==
 
{| class="wikitable"
* [[DevTools]]
! Name !! Description
 
!Extension
== Other useful tools ==
!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
|
|}


* [https://code.visualstudio.com/ Visual Studio Code]
== Unicode ==
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|ICU data
|Data for libicu (unicode library)
|.icu
|ResIcuData
|
|}


* [https://www.sweetscape.com/010editor/ 010 Editor]
== Unknown ==
{| class="wikitable"
! Name !! Description
!Extension
!Engine name!! Editing tools
|-
|Name Extra
|
|.nextra
|ResNameExtra
|
|-
|Pointcloud
|
|.pointcloud
|ResPointcloud
|
|}

Revision as of 03:28, 6 January 2025

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.

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
  • 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.

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

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.

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
  • HedgeEdit
  • Restoration Issue Pocketknife
  • GLvl

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
  • KnuxTools
Gismo Config Plan .gismop ResGismoConfigPlan

Models

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
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
  • HedgeEdit
  • Restoration Issue Pocketknife
  • HEIO
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
  • 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
  • KwasTools (he_anim_tool)
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

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.

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.

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
  • CEMT Color Editing Tool
Particle Location .effdb ResParticleLocation

Physics

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.

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


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

NavMesh

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
  • HedgeNeedle
Pixel Shader Pixel shaders. .pso ResFragmentShader
  • HedgeNeedle
Compute Shader Compute shaders .cso ResComputeShader
  • HedgeNeedle
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
  • KwasTools (cri_utf_tool)
  • SonicAudioTools (Outdated)
  • Eternity Audio Tool (Outdated)

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
  • DevTools
  • 010 Editor Templates

Scripting

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

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
  • PuyoPuyo Text Editor
  • Converse Editor
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