File tree
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:
Contents
- 1 Structure
- 1.1 Animated objects
- 1.2 Audio files
- 1.3 Object boundaries
- 1.4 City definitions
- 1.4.1 Local city sound placement
- 1.4.2 Decal placements
- 1.4.3 Prop placements
- 1.4.4 Roadside prop definitions
- 1.4.5 Roadside prop rules
- 1.4.6 Ambient control file
- 1.4.7 Ambient path file
- 1.4.8 Potentially visible set definition
- 1.4.9 Stationary objects
- 1.4.10 LDEF
- 1.4.11 Light map definition
- 1.4.12 LT
- 1.4.13 Material mappings
- 1.4.14 Material definitions
- 1.4.15 City geometry
- 1.4.16 Sky dome definition
- 1.4.17 Water of death definition
 
- 1.5 Object definitions
- 1.6 Game interface graphics
- 1.7 Game image maps
- 1.8 Race definitions
- 1.9 Scene?
- 1.10 Tuning information
- 1.10.1 Object collision properties
- 1.10.2 Camera definitions
- 1.10.3 Camera tracking definitions
- 1.10.4 Particle effect definition
- 1.10.5 Ambient vehicle data
- 1.10.6 ??
- 1.10.7 Trailer joint information
- 1.10.8 Vehicle damage control
- 1.10.9 Vehicle tuning
- 1.10.10 Vehicle stability
- 1.10.11 Vehicle instability
- 1.10.12 Vehicle trailer information
- 1.10.13 Weather particle effect
- 1.10.14 Vehicle control settings
- 1.10.15 Vehicle dashboard settings
- 1.10.16 City definitions
- 1.10.17 Trailer joint settings
- 1.10.18 Vehicle information
- 1.10.19 Game interface menu options
- 1.10.20 Game interface widgets
- 1.10.21 Hudmap definitions
- 1.10.22 Vehicle rear view mirror definition
- 1.10.23 Animated image sequence definition
- 1.10.24 Vehicle trailer information
 
 
Structure
- root
   - anim
     Animated objectsThe anim folder holds definitions of the animated objects of MM2. These are the pedestrians. - *.anim
       Animation sequenceEach 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 modelThe 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
- *.skel
       SkeletonAll 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 modelThe 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
     Object boundaries- *.bbnd
       Binary bound
- *.bnd
       Ascii bound
 
- *.bbnd
       
- city
     City definitionsEach 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 placementsDecals 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 placementsProps 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 definitionsThe 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
 
- audio_pathsets
         
- <cityname>.aimap
       Ambient control fileThis file controls what ambients are present in this city. 
- <cityname>.bai
       Ambient path fileThis file defines where and how the ambients may move in the city. See BAI for details. 
- <cityname>.cpvs
       Potentially visible set definitionMM2 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
- *.ldef
       LDEF
- <cityname>.lmap
       Light map definition
- <cityname>.lt*
       LT
- materials.csv
       Material mappingsThis file simply lists what material should be used together with which image map. 
- materials.mtl
       Material definitionsDefines material properties such as friction and possible particle effecs that apply to a particular type of surface. 
- <cityname>.psdl
       City geometryThe PSDL file defines the major geometry of the city. All roads and most buildings are defined with this file. 
- <cityname>.sky
       Sky dome definitionDefines 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 definitionDefines 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- *.mtx
       Object matrix
- *.pkg
       Object geometry
 
- *.mtx
       
- jpg
     Game interface graphics
- texture
     Game image maps- *.tex
       Custom image map file
- *.tga
       Targa image map file
 
- *.tex
       
- race
     Race definitions- <cityname>
       - *.aimap
         Ambient control file
- *.aimap_p
         Ambient control file?
- <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
       - <objectname>.dgBangerData
 
- camera
       - <vehiclename>[_dash].camPovCS
         Camera definitions
- <vehiclename>_[NEAR|FAR].camTrackCS
         Camera tracking definitions
 
- <vehiclename>[_dash].camPovCS
         
- effects
       - <effectname>.asBirthRule
         Particle effect definitionParticle effects are used in weather, vehicle effects and collisions. The format is described here. 
 
- <effectname>.asBirthRule
         
- vehicle
       - <vehiclename>.aiVehicleData
         Ambient vehicle data
- <vehiclename>.asNode
         ??
- <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
 
- banger
       
 
- anim
     
