Difference between revisions of "File tree"
CarLuver69 (talk | contribs) m (→Tuning information:  .dgbangerdata files can have _BREAK suffixes)  | 
				CarLuver69 (talk | contribs)  m (→Tuning information)  | 
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       <li class="FolderTree-Open">banger  |        <li class="FolderTree-Open">banger  | ||
        <ul>  |         <ul>  | ||
| − |          <li class="FolderTree-File-JS"><objectname>[_BREAK##].dgBangerData  | + |          <li class="FolderTree-File-JS"><objectname>_[_BREAK##].dgBangerData  | 
          <div class="FolderTree-Content">  |           <div class="FolderTree-Content">  | ||
====Object collision properties====  | ====Object collision properties====  | ||
Revision as of 20:47, 11 January 2012
The AR files of MM2 make up a common file tree, the files are extracted to a, shared, virtual file system when needed. The structure of this file system is as follows:
Structure
- root
   
- anim
     
Animated objects
The anim folder holds definitions of the animated objects of MM2. These are the pedestrians.
- *.anim
       
Animation sequence
Each animation sequence, associated with a state, is made up by a number of key frames. Each key frame has several parameters that should be applied to each bone in the skeleton. By moving the skeleton, the entire model will move.
 - *.csv
       
Animation state model
The animation of a pedestrian is based on a state model. A pedestrian is always in a specific state and each state is connected to an animation sequence. For example, if the pedestrian is in the state "WALK", the animation named pedanim_womwalk.anim is looping over and over again. When something happens, the pedestrian might make a transition from one state to another.
 - *.rays
       
Unknown: rays
 - *.shaders
       
Shader definitions
The shaders are defined in exactly the same way as for PKG objects. The pedmodel_*.shaders files follow the specification of the PKGFileData in the PKG file format.
 - *.skel
       
Skeleton
All the parts of a pedestrian model are bound to a skeleton. A skeleton is constructed by a number of bones that are attached with joints. In MM2 the skeletons are defined using a tree structure.
 - *.mod
       
Geometry model
The pedmodel_*.mod files define the actual 3D model of a pedestrian. It defines vertices, some material attributes and the surfaces of the model.
 
 - *.anim
       
 - aud
     
Audio files
 - bound
 - city
     
City definitions
Each MM2 city has a number of files defining the actual city, its geometry, monuments, traffic flows and so on. Many of the files that controls these things are stored in the city folder.
- <cityname>
       
- audio_pathsets
         
- *.pathset
           
Local city sound placement
 
 - *.pathset
           
 - decals.pathset
         
Decal placements
Decals are flat images that can be placed on the ground and on facades to increase the visual detail level. Decals are placed using pathset files.
 - props.pathset
         
Prop placements
Props are, typically, small 3D objects like road cones, park benches and similar that can be placed around the city. Props are placed using pathset files.
 - propdefs.csv
         
Roadside prop definitions
The roads defined by the PSDL file can be automatically be filled with props. This file defines repetiton controls for certain props. The proprules file controls which of these props are to be placed next in line.
 - proprules.csv
         
Roadside prop rules
The roads defined by the PSDL file can be automatically be filled with props. This file defines the sequencing of the prop definitions defined in the propdefs file. The PSDL file selects a proprule index from this file for each road.
 
 - audio_pathsets
         
 - <cityname>.aimap
       
Ambient control file
This file controls what ambients are present in this city.
 - <cityname>.bai
       
Ambient path file
This file defines where and how the ambients may move in the city. See BAI for details.
 - <cityname>.cpvs
       
Potentially visible set definition
MM2 uses a PVS, or potentially visible set, algorithm to speed up rendering of each game frame. These files contain the pre-calculated PVS tree. See CPVS for details.
 - <cityname>.inst
       
Stationary objects
For stationary objects that require more detail than the PSDL file can provide, the INST file can be used to place PKG objects throughout the city. These objects will not move for anything.
 - *.ldef
       
LDEF
 - <cityname>.lmap
       
Light map definition
 - <cityname>.lt*
       
LT
 - materials.csv
       
Material mappings
This file simply lists what material should be used together with which image map.
 - materials.mtl
       
Material definitions
Defines material properties such as friction and possible particle effecs that apply to a particular type of surface.
 - <cityname>.psdl
       
City geometry
The PSDL file defines the major geometry of the city. All roads and most buildings are defined with this file.
 - <cityname>.sky
       
Sky dome definition
Defines the name of the sky dome object and to position of the center of this dome relative to the PSDL.
 - <cityname>.water
       
Water of death definition
Defines the heghit of deadly water - if a vehicle goes below this height it sleeps with the fishes. Possibly a list of PSDL block ids can be listed for blocks that define deadly water at any height.
 
 - <cityname>
       
 - geometry
     
Object definitions
The geometry of generic 3D objects are defined by PKG files. These are used for many things, from player vehicles to statues and complex facades.
- *.pkg
       
Object geometry
Actual geometry is defined in these files, definition can be found here.
 - *.mtx
       
 
 - *.pkg
       
 - jpg
     
Game interface graphics
 - texture
     
Game image maps
- *.tex
       
Custom image map file
The TEX file format is a format for storing bit mapped images. This format is made by Angel Studios for their games.
 - *.tga
       
Targa image map file
 
 - *.tex
       
 - race
     
Race definitions
- <cityname>
       
- *.aimap
         
Ambient control file (Amateur)
 - *.aimap_p
         
Ambient control file (Professional)
 - <racename>waypoints.csv
         
Race waypoint positioning
 - <racename>data.csv
         
Race waypoint positioning
 - <eventname>.csv
         
Event definition
 - mm[blitz|circuit|crash|race]data.csv
         
Race progression definitions
 - multicopwaypoints.csv
         
Cops and robbers locations
 - <cityname>_rewards.csv
         
Race reward definitions
 - <racename>-[a|p]-<n>.opp
         
Opponent definitions
 - <racename>.pathset
         
Race props
 
 - *.aimap
         
 
 - <cityname>
       
 - scene
     
Scene?
- modtypes.ini
       
Mod types?
 
 - modtypes.ini
       
 - tune
     
Tuning information
- banger
 - camera
       
- <vehiclename>[_dash].camPovCS
         
Camera definitions
 - <vehiclename>_[NEAR|FAR].camTrackCS
         
Camera tracking definitions
 
 - <vehiclename>[_dash].camPovCS
         
 - effects
       
- <effectname>.asBirthRule
         
Particle effect definition
Particle effects are used in weather, vehicle effects and collisions. The format is described here.
 
 - <effectname>.asBirthRule
         
 - vehicle
       
- <vehiclename>.aiVehicleData
         
Ambient vehicle data
 - <vehiclename>.asNode
         
Joystick/Wheel settings
 - <vehiclename>.dgTrailerJoint
         
Trailer joint information
 - <vehiclename>.vehCarDamage
         
Vehicle damage control
 - <vehiclename>[_opp].vehCarSim
         
Vehicle tuning
 - <vehiclename>.vehGyro
         
Vehicle stability
 - <vehiclename>.vehStuck
         
Vehicle instability
 - <vehiclename>.vehTrailer
         
Vehicle trailer information
 
 - <vehiclename>.aiVehicleData
         
 - [rain|snow].asBirthRule
       
Weather particle effect
 - <vehiclename>.asNode
       
Vehicle control settings
 - <vehiclename>_dash.asNode
       
Vehicle dashboard settings
 - <cityname>.cinfo
       
City definitions
 - <vehiclename>.dgTrailerJoint
       
Trailer joint settings
 - <vehiclename>.info
       
Vehicle information
 - menu.csv
       
 - widget.csv
       
Game interface widgets
 - <cityname>.mmHudMap
       
Hudmap definitions
 - <vehiclename>.mmMirror
       
Vehicle rear view mirror definition
 - <texturenamestem>.movie
       
Animated image sequence definition
 - <vehiclename>.vehTrailer
       
Vehicle trailer information
 
 
 - anim