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
|
|
Packfile Info
|
Contains information about a packfile.
|
|
PackfileInfo
|
|
Packfile Extended Info
|
Contains extended information about a packfile.
|
|
PackfileExtendedInfo
|
|
Depend
|
Stores information about packfile dependencies.
|
.pac.d
|
ResDepend
|
N/A
|
Pac General
|
|
|
ResPacGeneral
|
|
Virtual Archive
|
|
|
VirtualArchive
|
|
AR File
|
Archive containing resources.
|
.ar
|
|
N/A
|
ARL File
|
Link file containing data on what each .ar file stores and its appropriate splits.
|
.arl
|
|
|
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 (HE2).
|
.gedit
|
ResObjectWorld
|
|
Orca: Set Object
|
Object placement and parameter data (HE1).
|
.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
|
Contains information about model instances.
|
.model-instanceinfo
|
ResMirageModelInstanceInfo
|
|
MIRAGE Terrain Instance Info
|
Contains information about terrain model instances.
|
.terrain-instanceinfo
|
ResMirageTerrainInstanceInfo
|
|
Vertex Link Info
|
|
.vli
|
ResVertexLinkInfo
|
|
MetaTerrainInstance
|
A file containing model and lightfield data capable of animating, commonly used for grass and clouds.
|
.mti
|
|
|
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
|
|
Material
|
Contains shader information and texset resource information.
|
.material
|
|
|
Texture
|
Contains parameter information for texture files linked to a material.
|
.texture
|
|
|
Texset
|
Contains groupings of textures linked to a material.
|
.texset
|
|
|
Animations
All kinds of animation data.
Name |
Description
|
Extension
|
Engine name |
Editing tools
|
PXD Skeleton
|
Skeleton for PXD 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
|
|
Havok Skeleton
|
Skeleton for Havok Animations
|
.skl.hkx
|
|
|
Havok Animation
|
Animation data.
|
.anm.hkx
|
|
|
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 sector visibility (a form of 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
|
Database of particle effects with transform values and sounds
|
.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
|
|
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
|
|
Navigation Mesh
|
Navigation mesh map
|
.navi.xml / .navi.xmlbin
|
NavigationMesh
|
|
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
|
AshDump
|
Cinematics
Name |
Description
|
Extension
|
Engine name |
Editing tools
|
Scene
|
Legacy cinematics system.
|
.scene
|
ResScene
|
|
DvScene
|
Cinematics.
|
.dvscene
|
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
|
|