Resources: Difference between revisions
Break up in sections. Tag: 2017 source edit |
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== Archives == | == Archives == | ||
Archives are compressed archives ("zip files") that contain most of the game's data. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Resource types | |+ Resource types | ||
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| | | | ||
* HedgeArcPack | * HedgeArcPack | ||
|- | |||
|Packfile Info | |||
|In-engine only resource that contains information about a packfile. | |||
|N/A | |||
|PackfileInfo | |||
|N/A | |||
|- | |||
|Packfile Extended Info | |||
|In-engine only resource that contains even more information about a packfile. | |||
|N/A | |||
|PackfileExtendedInfo | |||
|N/A | |||
|- | |||
|Depend | |||
|In-engine only resource that stores information about packfile dependencies. | |||
|N/A | |||
|ResDepend | |||
|N/A | |||
|- | |||
|Pac General | |||
|In-engine only resource of which the purpose is currently unknown. | |||
|N/A | |||
|ResPacGeneral | |||
|N/A | |||
|- | |||
|Virtual Archive | |||
|In-engine only resource of which the purpose is currently unknown. | |||
|N/A | |||
|VirtualArchive | |||
|N/A | |||
|} | |} | ||
== Levels == | == 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. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Resource types | |+ Resource types | ||
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== Models == | == Models == | ||
Resources containing 3D models. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Resource types | |+ Resource types | ||
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!Engine name!! Editing tools | !Engine name!! Editing tools | ||
|- | |- | ||
| Model || Contains 3D model information. | | Model || Contains 3D model information (also contains an armature). | ||
|.model | |.model | ||
|ResModel | |ResModel | ||
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== Materials == | == Materials == | ||
Resources for texturing and materials. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Resource types | |+ Resource types | ||
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== Animations == | == Animations == | ||
All kinds of animation data. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Resource types | |+ Resource types | ||
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| | | | ||
* SharpNeedle | * SharpNeedle | ||
|} | |} | ||
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|ResDvScene | |ResDvScene | ||
| | | | ||
|} | |||
== Configuration Parameters == | |||
{| class="wikitable" | |||
|+ 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. | |||
{| class="wikitable" | |||
|+ 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: SOBJ | |||
|Object placement and parameter data | |||
|.orc | |||
|ResOrcaData | |||
| | |||
* HedgeEdit | |||
* Restoration Issue Pocketknife | |||
* GLvl | |||
|} | |} | ||
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|Pixel shaders. | |Pixel shaders. | ||
|.pso | |.pso | ||
| | |ResFragmentShader | ||
| | | | ||
* HedgeNeedle | * HedgeNeedle | ||
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| | | | ||
* HedgeNeedle | * HedgeNeedle | ||
|} | |||
== Scripting == | |||
{| class="wikitable" | |||
|+Resource types | |||
!Name | |||
!Description | |||
!Extension | |||
!Engine name | |||
!Editing tools | |||
|- | |||
|Lua | |||
|A Lua script. | |||
|.lua | |||
|ResLuaData | |||
| | |||
* Any text editor | |||
|} | |} | ||
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* SharpNeedle | * SharpNeedle | ||
* Restoration Issue Pocketknife | * Restoration Issue Pocketknife | ||
|- | |||
|Name Extra | |||
|Current unknown and unused. | |||
|? | |||
|ResNameExtra | |||
| | |||
|} | |} |
Revision as of 14:59, 5 January 2025
Resources are the data files that the Hedgehog Engine loads things like 3D models, textures, animations and any other kind of data from. 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 | In-engine only resource that contains information about a packfile. | N/A | PackfileInfo | N/A |
Packfile Extended Info | In-engine only resource that contains even more information about a packfile. | N/A | PackfileExtendedInfo | N/A |
Depend | In-engine only resource that stores information about packfile dependencies. | N/A | ResDepend | N/A |
Pac General | In-engine only resource of which the purpose is currently unknown. | N/A | ResPacGeneral | N/A |
Virtual Archive | In-engine only resource of which the purpose is currently unknown. | N/A | VirtualArchive | N/A |
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 packfiles to load in order to load a level. | .mlevel | ResMasterLevel |
|
Models
Resources containing 3D 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 |
|
Materials
Resources for texturing and materials.
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Texture | 2D textures for model skinning. | .dds | ResTexture |
|
Material | Material information. Contains shader parameters and texture names. | .material | ResMaterial |
|
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 |
---|---|---|---|---|
Light | Point lights. | .light | ResMirageLight |
|
Effects
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Cyan Effect | Particle effect systems. | .cemt | ResEffect |
|
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 |
Cinematics
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Scene | Legacy cinematics system. | .scene | ResScene | |
DvScene | Cinematics. | .dvbsc | ResDvScene |
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: SOBJ | Object placement and parameter data | .orc | ResOrcaData |
|
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 |
|
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 |
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 |
Other
Name | Description | Extension | Engine name | Editing tools |
---|---|---|---|---|
Orca | Legacy container format for multiple resource types:
|
.orc
.path.bin .map.bin |
ResOrcaData |
|
Name Extra | Current unknown and unused. | ? | ResNameExtra |