Difference between revisions of "File tree"

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(City definitions: Added short descriptions)
Line 93: Line 93:
 
===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>
Line 113: Line 114:
 
====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>
Line 120: Line 124:
 
====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>
Line 127: Line 134:
 
====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>
Line 134: Line 146:
 
====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>
Line 143: Line 160:
 
====Ambient control file====
 
====Ambient control file====
 
         <p>
 
         <p>
 +
        This file controls what ambients are present in this city.
 
         </p>
 
         </p>
 
       </div>
 
       </div>
Line 150: Line 168:
 
====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>
Line 157: Line 177:
 
====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>
Line 164: Line 187:
 
====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>
Line 192: Line 219:
 
====Material mappings====
 
====Material mappings====
 
         <p>
 
         <p>
 +
        This file simply lists what material should be used together
 +
        with which image map.
 
         </p>
 
         </p>
 
       </div>
 
       </div>
Line 199: Line 228:
 
====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>
Line 206: Line 237:
 
====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>
Line 213: Line 246:
 
====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>
Line 220: Line 255:
 
====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>
Line 227: Line 266:
 
     <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

Structure

  • root
    • anim

      Animated objects

      • *.anim

        Animation sequence

      • *.csv

        Animation state model

      • *.rays

        Unknown: rays

      • *.shaders

        Shader definitions

      • *.skel

        Skeleton

      • *.mod

        Geometry model

    • aud

      Audio files

      TODO!

    • bound

      Object boundaries

      • *.bbnd

        Binary bound

      • *.bnd

        Ascii bound

    • 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

        • 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.

      • <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.

    • geometry

      Object definitions

      • *.mtx

        Object matrix

      • *.pkg

        Object geometry

    • jpg

      Game interface graphics

    • texture

      Game image maps

      • *.tex

        Custom image map file

      • *.tga

        Targa image map file

    • 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

    • scene

      Scene?

      • modtypes.ini

        Mod types?

    • tune

      Tuning information

      • banger
        • <objectname>.dgBangerData

          Physical object properties

      • camera
        • <vehiclename>[_dash].camPovCS

          Camera definitions

        • <vehiclename>_[NEAR|FAR].camTrackCS

          Camera tracking definitions

      • effects
        • <effectname>.asBirthRule

          Particle effect definition

      • 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

      • [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

        Game interface menu options

      • 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