Resource

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There are multiple types of resources. Many of the resources file types can be Frozenbyte's own types. Usually those resource file types has fb -prefix them.

Resource types

Texture resource

Texture resources can be *.tga, *.jpg, *.dds, *.png types. There also can be *.fba which is an animated texture resource.

FBX resource

FBX resources are *.fbx types and they can contain model data, animation data or bone data. Editor's New resource dialog can split the FBX into *.fbxmodel, *.fbxanim or *.fbxbones .

FBX resources are only supported by editor/engine v2.0 or newer. Trine 2 editor doesn't support FBX formats.

NOTE: Adding new resources isn't currently supported by any of the editors.

Model resource

Model resources can be *.s3d or *.fbxmodel types.

s3d file type is Frozenbyte's own filetype and Frozenbyte has own exporter how to generate them. Exporter is used with LightWave. Exporter isn't released to the public at the moment.

LUA script resource

LUA resources 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.

You can modify LUA scripts in editor's install folder: data\script.

See Lua Scripts

Animation resource

Animation resources can be *.anm or *.fbxanim types.

Animation set resource

Animation set resources are *.ats types. They are actually LUA files which states how the animations are used.

Bone resource

Bone resources can be *.b3d or *.fbxbones types.

b3d file type is Frozenbyte's own filetype and Frozenbyte has own exporter how to generate them. Exporter is used with LightWave. Exporter isn't released to the public at the moment.

Font resource

Font resources can be *.ttf, *.ttc or *.fbf types.

Ragdoll resource

Ragdoll resources are *.ragd types. They are actually LUA files which states how the raggdoll is built.

Ragdoll resources are either generated by hand or using Frozenbyte's own exporter. Exporter is used with LightWave. Exporter isn't released to the public at the moment.

Video resource

Video resources are *.bik types.

bik file types are RAD Game Tools's Bink video files. It's a SDK which can be licensed.

PhysX cook resource

Physics resources can be *.smcook (StaticMeshResource), *.cmcook (ConvexMeshResource) or *.ccmcook' (ConvexCompoundMeshResource) types.

Audio resource

Audio resources are *.bnk types. They are actually sound banks which are generated using Audiokinetic's Wwise. It's a SDK which can be licensed.

Filter resource

Filter resources are *.fbfilt types. They are used by editor for various filtering features.

Shader resource

Shader resources can be *.hlsl types.


New resources

Importing new resources into editor

When a new resource file is added to the editor's install folder under data\root\instance_base\entity, 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.

NOTE: Adding new resources isn't currently supported by any of the editors.