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Resource Types

Greavesy1899 edited this page Jan 2, 2023 · 4 revisions

Resource Types

This game includes a number of Resource Types. The list below is not complete, and some information (or even types) might be missing from this list.

  • AMX - Audio Related - (Audio Mix?) Unknown.
  • AUC - Audio Related
  • BNK - Animation bank. Unknown format.
  • BSP - For maps. Probably used to optimise the level and use QuadTree/KdTree
  • CCT - Character Constraints?
  • CEC - Controller Configurations? Controls? Unknown format.
  • CHT - Chatter data. Unknown format.
  • COVERNODETABLE - Setup the world for cover data? (Such as behind crates, walls, etc)
  • EARS_ITXD - Texture Dictionary used for PS2, Xbox and Xbox 360. Not much is known about this format, but seems to be formatted differently to the usual Texture Dicitionaries on PC and PS3.
  • EARS_MESH - A mesh stored in Renderware format (*.dff). Models stored in a PS3 Stream File are written in Big-Endian and will not work in PC/XBOX Stream Files without conversion. Be extremely careful as they may include custom EA Renderware plugins.
  • FFN - Fonts. Unknown format.
  • GRAPH - NPC Navigation. Format is unknown
  • GRT - Voice-over related. Unknown.
  • HKO - Havok object. Uses Havok serialization, but unknown version. No research has been done. Seems to include some EA specific types.
  • HKT - Havok Terrain. Uses Havok serialization, but unknown version. No research has been done. Seems to include some EA specific types.
  • HUD - Serialized HUD elements to be displayed (and manipulated) by the game. Textures are pulled from texture dictionaries. Format is known and already reverse engineered. (However no editor exists).
  • ISM - Impact table. Converted from CSV. Could be a spreadsheet in binary. Unknown format.
  • LH2 - Localisation file. Includes hash to string conversion for text which needed to be localised. Such as subtitles, UI text and mission objectives. Seems to include multiple languages, but there is no identifier for these languages and can sometimes be random. They sometimes include the original names in string format. This tool can view the file but cannot edit the contents.
  • LHR - Locale Table? In ASCII format and includes Stream File names, its 32-bit identifier and a language.
  • Mesh - (GF2, DS1, DS2 and DS3) Mesh resource, unknown format. Appears to be proprietary.
  • MeshVolatile - (GF2, DS1, DS2 and DS3) Linked to Mesh resource? Unknown format. Appears to be proprietary.
  • MetaModel - Data which is linked to an entity at runtime. Uses a collection of resources to form entities such as Vehicles, Destructible Objects, NPCs, Exterior and Interiors. Godfather 1 format is known, but future games are slightly different.
  • MM_InstanceLightingData - Lighting data for the MetaModel. Contains a number of entries. Unknown how these link to the MetaModel.
  • MSX - Music related. Unknown.
  • PanoResource - Panoramic Resources. This is for LOD around the playable world. The only thing we know is that it contains a 32-bit identifier for a day and night panoramic resource.
  • RCB - Unknown, all we know is that its related to objects such as Cars, Characters and Dynamic Objects.
  • Score - Player scoring. Assumed to be stats.
  • Streetmap - Used for naming roads. Assumed to be used by the mini-map and ingame map screen. Could be used for navigation too?
  • tg4h - (GF2, DS1, DS2 and DS3) Header resource for a texture file.
  • tg4d - (GF2, DS1, DS2 and DS3) Data resource for a texture file.
  • rwID_TEXDICTIONARY - Renderware Texture Dictionary used on PC and PS3. PS3 is stored in Big Endian. The Toolkit can open Little and Big Endian, and export textures. PS3 texture dictionaries cannot be edited yet. It can save PC texture dictionaries. Magic.TXD can open any of these formats (taken from PC) and save without problems. Be extremely careful as the textures require an extension which stores two hashes - the texture name and original file name. The game may not work correctly if this extension is missing.
  • SHK - Controller vibrations?
  • SMB - Audio/Dialogue related, unknown.
  • StreamTOC - Includes all Stream Files which are associated to the Stream File this resource is located in. Also includes data such as Stream File relatives (assuming that some have parent-child relationships) and section data of each Stream File in this list. This section data includes memory alignment and the type of allocator to use. This file has to be updated everytime a file in this list has been changed.
  • UIE - UI Related. Unknown purpose.
  • UIX - UI Related. Stored as Apt format, with the const table and swf_apt file being in the same file. Their middleware converted from FLA/SWF to this format.
  • VariableDictionary- Unknown. Seems to include Variables which are only used whilst the Stream is open?
  • VFX - Particle Effects. Unknown format, no research has been done.
  • WGI - World Graph Index. Assumed to deal with loading in Stream Files such as exteriors and interiors. Also assumed to know the difference between an "Interior" and "Exterior".
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