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	<id>https://wiki.frozenbyte.com/index.php?action=history&amp;feed=atom&amp;title=Resource</id>
	<title>Resource - Revision history</title>
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	<updated>2026-05-28T22:12:32Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.frozenbyte.com/index.php?title=Resource&amp;diff=267&amp;oldid=prev</id>
		<title>AnteroFB: Created page with &quot;There are multiple types of resources. Many of the resources file types can be Frozenbyte&#039;s own types. Usually those resource file types has &#039;&#039;&#039;fb&#039;&#039;&#039; -prefix them.  == Resourc...&quot;</title>
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		<updated>2018-06-15T08:11:06Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;There are multiple types of resources. Many of the resources file types can be Frozenbyte&amp;#039;s own types. Usually those resource file types has &amp;#039;&amp;#039;&amp;#039;fb&amp;#039;&amp;#039;&amp;#039; -prefix them.  == Resourc...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;There are multiple types of resources. Many of the resources file types can be Frozenbyte&amp;#039;s own types. Usually those resource file types has &amp;#039;&amp;#039;&amp;#039;fb&amp;#039;&amp;#039;&amp;#039; -prefix them.&lt;br /&gt;
&lt;br /&gt;
== Resource types ==&lt;br /&gt;
&lt;br /&gt;
=== Texture resource ===&lt;br /&gt;
[[Texture resource]]s can be &amp;#039;&amp;#039;&amp;#039;*.tga&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;*.jpg&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;*.dds&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;*.png&amp;#039;&amp;#039;&amp;#039; types. There also can be &amp;#039;&amp;#039;&amp;#039;*.fba&amp;#039;&amp;#039;&amp;#039; which is an [[animated texture resource]].&lt;br /&gt;
&lt;br /&gt;
=== FBX resource ===&lt;br /&gt;
[[FBX resource]]s are &amp;#039;&amp;#039;&amp;#039;*.fbx&amp;#039;&amp;#039;&amp;#039; types and they can contain model data, animation data or bone data. Editor&amp;#039;s [[New resource dialog]] can split the FBX into &amp;#039;&amp;#039;&amp;#039;*.fbxmodel&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;*.fbxanim&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;*.fbxbones&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
FBX resources are only supported by editor/engine v2.0 or newer. Trine 2 editor doesn&amp;#039;t support FBX formats.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: Adding new resources isn&amp;#039;t currently supported by any of the editors.&lt;br /&gt;
&lt;br /&gt;
=== Model resource ===&lt;br /&gt;
[[Model resource]]s can be &amp;#039;&amp;#039;&amp;#039;*.s3d&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;*.fbxmodel&amp;#039;&amp;#039;&amp;#039; types.&lt;br /&gt;
&lt;br /&gt;
s3d file type is Frozenbyte&amp;#039;s own filetype and Frozenbyte has own exporter how to generate them. Exporter is used with LightWave. Exporter isn&amp;#039;t released to the public at the moment.&lt;br /&gt;
&lt;br /&gt;
=== LUA script resource ===&lt;br /&gt;
[[LUA resource]]s are LUA script files which are usually used for editor scripts, various initialization scripts or state machine scripting e.g. for AIs or other gameplay objects.&lt;br /&gt;
&lt;br /&gt;
You can modify LUA scripts in editor&amp;#039;s install folder: &amp;#039;&amp;#039;&amp;#039;data\script&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
See [[Lua Scripts]]&lt;br /&gt;
&lt;br /&gt;
=== Animation resource ===&lt;br /&gt;
[[Animation resource]]s can be &amp;#039;&amp;#039;&amp;#039;*.anm&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;*.fbxanim&amp;#039;&amp;#039;&amp;#039; types.&lt;br /&gt;
&lt;br /&gt;
=== Animation set resource ===&lt;br /&gt;
[[Animation set resource]]s are &amp;#039;&amp;#039;&amp;#039;*.ats&amp;#039;&amp;#039;&amp;#039; types. They are actually LUA files which states how the animations are used.&lt;br /&gt;
&lt;br /&gt;
=== Bone resource ===&lt;br /&gt;
[[Bone resource]]s can be &amp;#039;&amp;#039;&amp;#039;*.b3d&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;*.fbxbones&amp;#039;&amp;#039;&amp;#039; types.&lt;br /&gt;
&lt;br /&gt;
b3d file type is Frozenbyte&amp;#039;s own filetype and Frozenbyte has own exporter how to generate them. Exporter is used with LightWave. Exporter isn&amp;#039;t released to the public at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Font resource ===&lt;br /&gt;
[[Font resource]]s can be &amp;#039;&amp;#039;&amp;#039;*.ttf&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;*.ttc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;*.fbf&amp;#039;&amp;#039;&amp;#039; types.&lt;br /&gt;
&lt;br /&gt;
=== Ragdoll resource ===&lt;br /&gt;
[[Ragdoll resource]]s are &amp;#039;&amp;#039;&amp;#039;*.ragd&amp;#039;&amp;#039;&amp;#039; types. They are actually LUA files which states how the raggdoll is built.&lt;br /&gt;
&lt;br /&gt;
[[Ragdoll resource]]s are either generated by hand or using Frozenbyte&amp;#039;s own exporter. Exporter is used with LightWave. Exporter isn&amp;#039;t released to the public at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Video resource ===&lt;br /&gt;
[[Video resource]]s are &amp;#039;&amp;#039;&amp;#039;*.bik&amp;#039;&amp;#039;&amp;#039; types.&lt;br /&gt;
&lt;br /&gt;
bik file types are RAD Game Tools&amp;#039;s Bink video files. It&amp;#039;s a SDK which can be licensed.&lt;br /&gt;
&lt;br /&gt;
=== PhysX cook resource ===&lt;br /&gt;
[[Physics resourc]]es can be &amp;#039;&amp;#039;&amp;#039;*.smcook&amp;#039;&amp;#039;&amp;#039; ([[StaticMeshResource]]), &amp;#039;&amp;#039;&amp;#039;*.cmcook&amp;#039;&amp;#039;&amp;#039; ([[ConvexMeshResource]]) or &amp;#039;&amp;#039;&amp;#039;*.ccmcook&amp;#039;&amp;#039;&amp;#039;&amp;#039; ([[ConvexCompoundMeshResource]]) types.&lt;br /&gt;
&lt;br /&gt;
=== Audio resource ===&lt;br /&gt;
[[Audio resource]]s are &amp;#039;&amp;#039;&amp;#039;*.bnk&amp;#039;&amp;#039;&amp;#039; types. They are actually sound banks which are generated using Audiokinetic&amp;#039;s Wwise. It&amp;#039;s a SDK which can be licensed.&lt;br /&gt;
&lt;br /&gt;
=== Filter resource ===&lt;br /&gt;
[[Filter resource]]s are &amp;#039;&amp;#039;&amp;#039;*.fbfilt&amp;#039;&amp;#039;&amp;#039; types. They are used by editor for various filtering features.&lt;br /&gt;
&lt;br /&gt;
=== Shader resource ===&lt;br /&gt;
[[Shader resource]]s can be &amp;#039;&amp;#039;&amp;#039;*.hlsl&amp;#039;&amp;#039;&amp;#039; types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New resources ==&lt;br /&gt;
&lt;br /&gt;
=== Importing new resources into editor ===&lt;br /&gt;
&lt;br /&gt;
When a new resource file is added to the editor&amp;#039;s install folder under &amp;#039;&amp;#039;&amp;#039;data\root\instance_base\entity&amp;#039;&amp;#039;&amp;#039;, editor will notice the new resource and will show [[New resource dialog]]. With the [[New resource dialog]] you can import new resources into editor. If the new resource is *.fbx type, the [[New resource dialog]] will be a bit more complex since FBX can contain various data and you can use the editor to split the data.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: Adding new resources isn&amp;#039;t currently supported by any of the editors.&lt;/div&gt;</summary>
		<author><name>AnteroFB</name></author>
	</entry>
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