|
1 | | -# File Formats |
2 | | - |
3 | | -## oct |
4 | | -Tupperware container files for model metadata and textures. Use `oct decode` with the `offsetting` tool to convert them into JSON or YAML, and `oct encode` to rebuild them. Append `-t` to the end of the command to extract or embed textures. |
5 | | - |
6 | | -## mer |
7 | | -Meridian tree structures, stored as Tupperware. Use `offsetting` to decode them into standard JSON or YAML. |
8 | | - |
9 | | -## vbuf |
10 | | -Stands for Vertex Buffer. Used to store raw vertex data in a format convinent for the rendering engine. Metadata from an `oct` file is required to properly parse these files. |
11 | | - |
12 | | -## ibuf |
13 | | -Stands for Index Buffer. Used to store raw index data in a format convinent for the rendering engine. Metadata from an `oct` file is required to properly parse these files. |
14 | | - |
15 | | -## dct |
16 | | -Localization dictionaries. Use `indctive` to decode them into standard JSONs. |
17 | | - |
18 | | -## zip |
19 | | -ZIP Archives, with extra metadata embedded inside used by the engine's filesystem. Use the `why` tool included in the Python package `c2ditools` to re-pack archives in a game-friendly format. |
20 | | - |
21 | | -## dds |
22 | | -Microsoft DirectDraw Surface textures. Can be viewed and edited with most image manipulation tools such as GIMP, Paint.NET, and Adobe Photoshop. |
23 | | - |
24 | | -## tfx |
25 | | -Groups of compiled HLSL (High-Level Shader Language) shaders, stored inside Tupperware files. Use `matryoshka` to decode them into standard JSON or YAML. |
26 | | - |
27 | | -## swf |
28 | | -Standard Shockwave Flash files. Used by the game's Autodesk Scaleform-backed UI system. |
29 | | - |
30 | | -## anno |
31 | | -Modified version of an Annosoft Lipsync Tool output file. Contains phonemes alongside timestamps that the game uses to lipsync characters mouths to audio. |
| 1 | +# File Formats |
| 2 | + |
| 3 | +## oct |
| 4 | +Tupperware container files for model metadata and textures. Use `matryoshka`'s `oct decode` with the [offsetting](https://github.com/offsetting/offsetting) tool to convert them into JSON or YAML, and `oct encode` to rebuild them. Append `-t` to the end of the command to extract or embed textures. You take a deeper dive into the `.oct` format [here](oct-format.md). |
| 5 | + |
| 6 | +## mer |
| 7 | +Meridian tree structures, stored as Tupperware. Use `offsetting` to decode them into standard JSON or YAML. |
| 8 | + |
| 9 | +## vbuf |
| 10 | +Stands for Vertex Buffer. Used to store raw vertex data in a format convenient for the rendering engine. Metadata from an `oct` file is required to properly parse these files. |
| 11 | + |
| 12 | +## ibuf |
| 13 | +Stands for Index Buffer. Used to store raw index data in a format convenient for the rendering engine. Metadata from an `oct` file is required to properly parse these files. |
| 14 | + |
| 15 | +## dct |
| 16 | +Localization dictionaries. Use `indctive` to decode them into standard JSONs. |
| 17 | + |
| 18 | +## zip |
| 19 | +ZIP Archives, with extra metadata embedded inside used by the engine's filesystem. Use the `zip` or `zip-c2` tool included in [offsetting](https://github.com/offsetting/offsetting) to re-pack archives in a game-friendly format. |
| 20 | + |
| 21 | +## dds |
| 22 | +Microsoft DirectDraw Surface textures. Can be viewed and edited with most image manipulation tools such as GIMP, Paint.NET, and Adobe Photoshop. |
| 23 | + |
| 24 | +## tfx |
| 25 | +Groups of compiled HLSL (High-Level Shader Language) shaders, stored inside Tupperware files. Use `matryoshka` to decode them into standard JSON or YAML. |
| 26 | + |
| 27 | +## swf |
| 28 | +Standard Shockwave Flash files. Used by the game's Autodesk Scaleform-backed UI system. |
| 29 | + |
| 30 | +## anno |
| 31 | +Modified version of an Annosoft Lipsync Tool output file. Contains phonemes alongside timestamps that the game uses to lipsync characters mouths to audio. |
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