From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- docs/nel_extensions.php3 | 238 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 238 insertions(+) create mode 100644 docs/nel_extensions.php3 (limited to 'docs/nel_extensions.php3') diff --git a/docs/nel_extensions.php3 b/docs/nel_extensions.php3 new file mode 100644 index 00000000..6ed5ac5f --- /dev/null +++ b/docs/nel_extensions.php3 @@ -0,0 +1,238 @@ + + + + Nevrax.org : nel_extensions + + + + + + + + + + + + + + +
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NeL extentions
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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 us

+ + + + + + + + + +
 Terminology
+ +

build_gamedata : automatic fully incremental batch process that produce final compiled data from top most working data.

+

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.

+

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.

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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.

+

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.

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 Extentions listLast updated: August 22th 2002
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ExtensionTypeComment
.animRT +NeL 3d animations. Contains several named animation tracks. Generated from .max files by build_gamedata. +It is readable by NeL. Viewable in object_viewer. +
.bankWK +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. +
.cfgRT +Configuration file used by NLMISC::CConfigFile class. Used to set user parameters for NeL applications. +
.clodbankRT +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. +
.cmbTP +Simple geometry dump used by build_gamedata to compute surfaces for interior collision meshes. Exported from .max files. +Not readable by NeL. +
.ddsRT +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. +More information here +
.farbankRT +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. +
.grRT +Instances of local retrievers. Used for NeL 3d collisions. Readable by NeL. +
.igRT +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. +
.lrTP +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. +
.maxWK +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. +
.pacs_primRT +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. +
.psWK +NeL 3d particule system. This file is edited with object_viewer.exe. +Readable by NeL. In fact, .ps are .shape files. +
.rbankRT +Retrievers Bank. It is the bank of collision zones used by NEL::PACS. +Generated by build_gamedata from .lr files. Readable by NeL. +
.shapeRT +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. +
.skelRT +NeL 3d skeleton description used to deform skinned shapes using .anim. Generated by build_gamedata from .max files. Readable by NeL. +
.smallbankRT +Same file than .bank but some informations have been removed to get a smaller runtime file. Generated by build_gamedata. Readable by +NeL. + +
.swtRT +NeL 3d file that contains weight for skeleton animation. Generated by build_gamedata from .max files. Readable by NeL. +
.tesselTP +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. +
.tgaWK/RT +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). +
.vegetRT +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. +
.vegetsetWK +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. + +
.zoneTP +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. +
.zonewTP +Same file than .zone but welding informations with neighbors has been computed by build_gamedata. Readable by NeL. +
.zonelRT +Same file than zonel but lighing informations have been computed by build_gamedata. Readable by NeL. +
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