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NeL Terminology

The NeL system engine uses several types of files for it's needs. Here is a list of them taken from Nevrax wiki

  • 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.
  • 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.
ExtensionTypeComment
.animRTNeL 3d animations. Contains several named animation tracks. Generated from .max files by build_gamedata. Viewable in object_viewer. Readable by NeL.
.bankWKNeL 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.
.cfgRTConfiguration file used by NLMISC::CConfigFile class. Used to set user parameters for NeL applications.
.clodbankRTCharacter 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.
.cmbTPSimple geometry dump used by build_gamedata to compute surfaces for interior collision meshes. Exported from .max files. Not readable by NeL.
.ddsRTMicrosoft 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.
.farbankRTNeL 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.
.grRTInstances of local retrievers. Used for NeL 3d collisions. Readable by NeL.
.igRTNeL 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.
.lrTPTemporary landscape zone surface file produced during by build_gamedata from a .tessel file. Used to build .gr and .rbank files. Not readable by NeL.
.maxWK3dsmax 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_primRTSet 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.
.psWKNeL 3d particule system. This file is edited with object_viewer.exe. Readable by NeL. In fact, .ps are .shape files.
.rbankRTRetrievers Bank. It is the bank of collision zones used by NEL::PACS. Generated by build_gamedata from .lr files. Readable by NeL.
.shapeRTNeL 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.
.skelRTNeL 3d skeleton description used to deform skinned shapes using .anim. Generated by build_gamedata from .max files. Readable by NeL.
.smallbankRTSame file than .bank but some informations have been removed to get a smaller runtime file. Generated by build_gamedata. Readable by NeL.
.swtRTNeL 3d file that contains weight for skeleton animation. Generated by build_gamedata from .max files. Readable by NeL.
.tesselTPTemporary 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/RTTarga 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).
.vegetRTVegetable 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.
.vegetsetWKVegetable 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.
.zoneTPNeL 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.
.zonewTPSame file than .zone but welding informations with neighbors has been computed by build_gamedata. Readable by NeL.
.zonelRTSame file than zonel but lighing informations have been computed by build_gamedata. Readable by NeL.
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en/terminologie_nel.txt · Last modified: 2021/12/03 19:19 by 127.0.0.1

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