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+</td></tr></table> + +<!-- End header --> + + +<!-- NeL extentions --> +<table width=100%><tr><td align=left><b>NeL extentions</b></td><td align=right><b></b></td></TR></TABLE> + +<p>This document briefly describes the different filename extensions used and/or created by Nevrax for their library. If you have any suggestion, missing extention, +please report to <a href="mailto:lecroart@nevrax.com?Subject=extentions webpage">us</a></p> + + +<!-- Terminology --> +<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%> + <tr> + <td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="http://www.nevrax.org/inc/img/reddots.gif"></TD> + <TD><B> Terminology</B></TD> + <TD ALIGN=RIGHT> </td> + </tr> +</table> + +<P>build_gamedata : automatic fully incremental batch process that produce final compiled data from top most working data.</p> +<P>WK : WORKING DATA : This data is a file edited by the artists. It will not be in client final data. This data is an input data for the build_gamedata process.</p> +<P>RT : RUNTIME DATA : This data is generated by build_gamedata. It is not edited by the artists. It will be included in client final data.</p> +<P>WR : WORKING and RUNTIME DATA : This data is a file edited by the artists but it will be included in final data. Build_gamedata will only copy it.</p> +<P>TP : TEMPORARY DATA : This data is produce by build_gamedata to build another kind of data. This data is not edited by the artists and not included in final data.</p> + + +<!-- Extentions list --> +<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%> + <tr> + <td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="http://www.nevrax.org/inc/img/reddots.gif"></TD> + <TD><B> Extentions list</B></TD> + <TD ALIGN=RIGHT>Last updated: August 22th 2002 </td> + </tr> +</table> + +<p><table border="1"> +<tr> +<th>Extension</th> +<th>Type</th> +<th>Comment</th> +</tr> + +<tr><td>.anim</td><td>RT</td><td> +NeL 3d animations. Contains several named animation tracks. Generated from .max files by build_gamedata. +It is readable by NeL. Viewable in object_viewer. +</td></tr> + +<tr><td>.bank</td><td>WK</td><td> +NeL tile bank. Bank of bitmap tiles used by the landscape. Edited by the artists with tile_edit.exe. +build_gamedata generates .smallbank with it. Only one bank file per landscape. Readable by NeL. +</td></tr> + +<tr><td>.cfg</td><td>RT</td><td> +Configuration file used by NLMISC::CConfigFile class. Used to set user parameters for NeL applications. +</td></tr> + +<tr><td>.clodbank</td><td>RT</td><td> +Character LOD bank using 3d sprit objects (quake 1 like) to be quickly draw and animated when far away. +Generated from .max files by build_gamedata. Readable by NeL. +</td></tr> + +<tr><td>.cmb</td><td>TP</td><td> +Simple geometry dump used by build_gamedata to compute surfaces for interior collision meshes. Exported from .max files. +Not readable by NeL. +</td></tr> + +<tr><td>.dds</td><td>RT</td><td> +Microsoft DirectDraw Surface (DDS) format is used to store textures and cubic environment maps with mipmaps. It compress textures +in a hardware friendly format. Generated from .tga files by build_gamedata. Readable by NeL. +<a href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/directx_cpp/Graphics/ProgrammersGuide/Appendix/DDSFileFormat/ovwDDSFileFormat.asp">More information here</a> +</td></tr> + +<tr><td>.farbank</td><td>RT</td><td> +NeL far bank. Bank of bitmap used by the landscape to map patches when far away. Generated by build_gamedata from .tga tiles and the +bank file. +Only one farbank file per landscape. Readable by NeL. +</td></tr> + +<tr><td>.gr</td><td>RT</td><td> +Instances of local retrievers. Used for NeL 3d collisions. Readable by NeL. +</td></tr> + +<tr><td>.ig</td><td>RT</td><td> +NeL 3d Instance Group. Contains a list of instanced stuffs in a landscape (a shape reference with a matrix) (optinal), a list of +lights (optinal) and +a cluster system description (optinal). It is generated by build_gamedata from .max files. Readable by NeL. +</td></tr> + +<tr><td>.lr</td><td>TP</td><td> +Temporary landscape zone surface file produced during by build_gamedata from a .tessel file. Used to build .gr and .rbank files. Not +readable by NeL. +</td></tr> + +<tr><td>.max</td><td>WK</td><td> +3dsmax file format. Used to produce .anim, .clodbank, .cmb, .ig, .pacs_prim, .shape, .skel, .swt, .zone files. NeL can't direclty +read it. +build_gamedata exports those files using 3dsmax scripts and plugins. +</td></tr> + +<tr><td>.pacs_prim</td><td>RT</td><td> +Set of PACS primitive (Box or cylinder description with size, radius, height, position and PACS properties). Generated from .max +file by build_gamedata. +Readable by NeL. +</td></tr> + +<tr><td>.ps</td><td>WK</td><td> +NeL 3d particule system. This file is edited with object_viewer.exe. +Readable by NeL. In fact, .ps are .shape files. +</td></tr> + +<tr><td>.rbank</td><td>RT</td><td> +Retrievers Bank. It is the bank of collision zones used by NEL::PACS. +Generated by build_gamedata from .lr files. Readable by NeL. +</td></tr> + +<tr><td>.shape</td><td>RT</td><td> +NeL 3d object used to store a 3d mesh. It can be a simple mesh, skinned mesh, a multilod mesh, a lensflare, a remanence mesh, +a water mesh, a particul system. Generated by build_gamedata from .max files. Readable by NeL. +</td></tr> + +<tr><td>.skel</td><td>RT</td><td> +NeL 3d skeleton description used to deform skinned shapes using .anim. Generated by build_gamedata from .max files. Readable by NeL. +</td></tr> + +<tr><td>.smallbank</td><td>RT</td><td> +Same file than .bank but some informations have been removed to get a smaller runtime file. Generated by build_gamedata. Readable by +NeL. + +<tr><td>.swt</td><td>RT</td><td> +NeL 3d file that contains weight for skeleton animation. Generated by build_gamedata from .max files. Readable by NeL. +</td></tr> + +<tr><td>.tessel</td><td>TP</td><td> +Temporary landscape zone tesselation file produced during the build_gamedata process with a .zone and its neighbors. +Used to generate .lr files. Very Hugh zone tesselation dump. (at 0.5 meter). Not used in final data. Not readable by NeL. +</td></tr> + +<tr><td>.tga</td><td>WK/RT</td><td> +Targa Truevision Graphics bitmap file format. Edited by artists. Format RGBA 16 and 32 bits uncompressed, RGB 24 bits uncompressed +readable by NeL. This file format is used by build_gamedata to generate .dds files. It is used to as runtime data for +bitmap that doesn't need to be 'dds' compressed. (Like displacement tiles). +</td></tr> + +<tr><td>.veget</td><td>RT</td><td> +Vegetable file. This file is a simple mesh with only few polygons used like a blade of grass by a vegetset. +Generated from .max files by build_gamedata. +</td></tr> + +<tr><td>.vegetset</td><td>WK</td><td> +Vegetable set file. This file describe a micro-vegetation material. It can be edited with object_viewer.exe. +It can be assigned to a lanscape tileset (in bank file) using tile_edit.exe. + +<tr><td>.zone</td><td>TP</td><td> +NeL landscape zone made of patches of 160 x 160 meters generated by build_gamedata from .max files. Used by build_gamedata to +produce .zonew files. Readable by NeL. +</td></tr> + +<tr><td>.zonew</td><td>TP</td><td> +Same file than .zone but welding informations with neighbors has been computed by build_gamedata. Readable by NeL. +</td></tr> + +<tr><td>.zonel</td><td>RT</td><td> +Same file than zonel but lighing informations have been computed by build_gamedata. Readable by NeL. +</td></tr> + +</table> +</p> + + + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> + +</BODY> +</HTML>
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