Difference between revisions of "File tree"
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===City definitions=== | ===City definitions=== | ||
<p> | <p> | ||
+ | Each MM2 city has a number of files defining the actial city, its geometry, monuments, traffic flows and so on. Many of the files that controls these things are stored in the ''city'' folder. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Decal placements==== | ====Decal placements==== | ||
<p> | <p> | ||
+ | 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|pathset]] files. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Prop placements==== | ====Prop placements==== | ||
<p> | <p> | ||
+ | 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|pathset]] files. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Roadside prop definitions==== | ====Roadside prop definitions==== | ||
<p> | <p> | ||
+ | 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. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Roadside prop rules==== | ====Roadside prop rules==== | ||
<p> | <p> | ||
+ | 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. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Ambient control file==== | ====Ambient control file==== | ||
<p> | <p> | ||
+ | This file controls what ambients are present in this city. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Ambient path file==== | ====Ambient path file==== | ||
<p> | <p> | ||
+ | This file defines where and how the ambients may move in the | ||
+ | city. See [[BAI]] for details. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Potentially visible set definition==== | ====Potentially visible set definition==== | ||
<p> | <p> | ||
+ | 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. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Stationary objects==== | ====Stationary objects==== | ||
<p> | <p> | ||
+ | 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. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Material mappings==== | ====Material mappings==== | ||
<p> | <p> | ||
+ | This file simply lists what material should be used together | ||
+ | with which image map. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Material definitions==== | ====Material definitions==== | ||
<p> | <p> | ||
+ | Defines material properties such as friction and possible | ||
+ | particle effecs that apply to a particular type of surface. | ||
</p> | </p> | ||
</div> | </div> | ||
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====City geometry==== | ====City geometry==== | ||
<p> | <p> | ||
+ | The [[PSDL]] file defines the major geometry of the city. | ||
+ | All roads and most buildings are defined with this file. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Sky dome definition==== | ====Sky dome definition==== | ||
<p> | <p> | ||
+ | Defines the name of the sky dome object and to position of | ||
+ | the center of this dome relative to the [[PSDL]]. | ||
</p> | </p> | ||
</div> | </div> | ||
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====Water of death definition==== | ====Water of death definition==== | ||
<p> | <p> | ||
+ | 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. | ||
</p> | </p> | ||
</div> | </div> | ||
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<li class="FolderTree-Open">geometry | <li class="FolderTree-Open">geometry | ||
<div class="FolderTree-Content"> | <div class="FolderTree-Content"> | ||
+ | |||
===Object definitions=== | ===Object definitions=== | ||
<p> | <p> |
Revision as of 20:20, 21 June 2006
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 Physical object 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 objects
- *.anim
Animation sequence
- *.csv
Animation state model
- *.rays
Unknown: rays
- *.shaders
Shader definitions
- *.skel
Skeleton
- *.mod
Geometry model
- *.anim
- aud
Audio files
TODO!
- bound
Object boundaries
- *.bbnd
Binary bound
- *.bnd
Ascii bound
- *.bbnd
- city
City definitions
Each MM2 city has a number of files defining the actial 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
- 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
- *.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
- *.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
Physical object properties
- <objectname>.dgBangerData
- camera
- <vehiclename>[_dash].camPovCS
Camera definitions
- <vehiclename>_[NEAR|FAR].camTrackCS
Camera tracking definitions
- <vehiclename>[_dash].camPovCS
- effects
- <effectname>.asBirthRule
Particle effect definition
- <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