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ubiart:fileformats [2023/01/23 23:25] – created payopayo | ubiart:fileformats [2023/11/09 03:04] (current) – droolie | ||
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Below are the listed file formats for UbiArt. ((https:// | Below are the listed file formats for UbiArt. ((https:// | ||
- | | + | === General === |
- | * **isc:** Scene | + | |
- | * **isg:** Generic object. Can be anything, but it is still readable thanks to the serialization system for generics. | + | * **ckd**: Cooked - A lot of the original files used by the UbiArt editor were text-based, LUA files. When building or cooking the game into its final release format, the UbiArt tools wrote these files in a binary format which allows for better performance. |
- | * **act:** Actor (NOTE: In Rayman Origins, act files are Actor Templates) | + | * **isg**: Generic object |
- | * **tpl:** Actor_Template | + | |
- | * **fcg:** FriseConfig - the template of a Frise object | + | |
- | * **msh:** GFXMaterialShader_Template - Material Shader info | + | |
- | * **gmt:** RO2_GameMaterial_Template - Game material, contains all info about the collision (e.g. can you wall run on it, is it slippery, etc.) | + | |
- | * **anm:** AnimTrack - an animation | + | |
- | * **pbk:** AnimPatchBank - UVs and positions on the rig of " | + | |
- | * **tga:** TextureCooked - A texture with a header | + | |
- | * **png:** TextureCooked - A texture with a header | + | |
- | === Still unparsed files === | + | === Scene === |
+ | * **isc**: Scene | ||
+ | * **tsc**: Template Scene - Same as a Scene, but these scenes were reused often and placed as SubSceneActors (actors containing a scene) in various levels. | ||
+ | * **sgs**: SceneConfig - While a Scene can have more than one SceneConfig, | ||
- | | + | === Pickables === |
+ | | ||
+ | | ||
+ | * **frz**: Frise | ||
+ | * **fcg**: FriseConfig - the template of a Frise object | ||
+ | * **mrz**: MetaFrise - Added for Legends but not used in the final game (converted into regular Frises), this combines different Frises into one for easier placement (e.g. a wooden castle walkway needs a floor, wooden bars in front and in the back, and a roof that are always at the same distance from each other. Using a MetaFrise it is possible to place all of those by defining one line of points.) | ||
+ | * **mcg**: MetaFriseConfig - the template of a MetaFrise object | ||
- | === Special files === | + | === Animation |
+ | * **anm**: AnimTrack - an animation | ||
+ | * **skl**: AnimSkeleton - the rig for an animated character | ||
+ | * **pbk**: AnimPatchBank - UVs and positions on the rig of " | ||
+ | * **asc**: AnimMeshVertex - a different animation format for cheaper animations (vertex animations only). One file contains multiple animations. | ||
- | | + | === 3D Geometry === |
+ | | ||
+ | | ||
+ | * **s3d**: Skeleton3D - the rig for a 3D animated character | ||
+ | === Textures === | ||
+ | These files are all TextureCooked: | ||
+ | * **tga**: TextureCooked | ||
+ | * **png**: TextureCooked | ||
+ | |||
+ | === Other === | ||
+ | * **msh**: GFXMaterialShader_Template - Material Shader info | ||
+ | * **gmt**: RO2_GameMaterial_Template - Game material, contains all info about the collision (e.g. can you wall run on it, is it slippery, etc.) | ||
+ | * **tfn**: Font file - Maps characters onto regions of a raster/ | ||
+ | * **wav**: Sound file - originally just a RIFF WAV file, but when cooked, it was converted to a format exclusive to the game's audio engine, RAKI (Legends and above only) | ||
+ | * **tbl**: Table file - Editor format that seems to hold any type of array. Uncompiled examples were found in Gravity Falls for 3DS. | ||
+ | * **tia**: TagIconAssociation - Editor format that links the Tag icons to different tags. So far not found in any released UbiArt game. | ||
+ | * **ilu**: Unknown editor format. Seems to contain any generic LUA code. | ||
+ | * **tbll**: Unknown editor format | ||
+ | |||
+ | === Special files === | ||
+ | * **secure_fat.gf**: | ||
+ | * **atlascontainer**: | ||
+ | * **sgscontainer**: | ||
+ | * **localisation.loc8: | ||
+ | * **common.alias8**: |