Posted: Fri Jun 12, 2020 11:21 am Post subject:
Guide to file formats in the remaster
Here is a guide to the file formats you will encounter in the remaster along with some details about them: (this only covers the new stuff, not all the formats that are from the original games)
MEG files are Petroglyph archive files. These can be opened by OS Big Editor. If you want information on the format of meg files, this code https://github.com/jonwil/remasteredit and this document https://modtools.petrolution.net/docs/MegFileFormat should give you what you need.
PGM files are MEG files with a different extension and are used to hold a map file and its related data.
BK2 files are the video clips from the game in BINK2 format. If you want to play back the BK2 files, the latest version of the RAD Video Tools can decode BK2 files. If you want to add new videos to the game, apparently you can do so by making a regular BINK format file (again using the rad video tools) and rename it to .BK2 and the game will play it back.
WAV files are used for audio and they are just standard wav files using standard formats (A few I checked are using Microsoft ADPCM codec but I haven't checked if all of them use that or what other codecs the engine will read)
TGA and DDS files are for all the textures. Fairly standard and well documented although I don't know exactly which texture formats the game uses and/or will accept.
XML files contain all the configuration data for the GlyphX side of things.
TTF files are fonts used by the game.
PGSO files are Petroglyph shader files. Format is unknown but they presumably contain compiled DirectX shader bytecode.
META files are standard JSON files containing certain data about texture files (purpose is unknown)
MTD files are used for the MegaTexture stuff. The format is at https://modtools.petrolution.net/docs/MtdFileFormat There will be a matching texture file. In the remasters, the MT_COMMANDBAR_COMMON.MTD and MT_COMMANDBAR_COMMON.TGA files contain all the sidebar icons (among other things)
BFD files, CFX files, CPD files, GPD files, GTL files, MTM files, SOB files and TED Files are unknown.
META files are standard JSON files containing certain data about texture files (purpose is unknown)
Mig Eater wrote:
TGA files are cropped to make them as small as possible & then the .META file contains the coordinates to reposition it back to center. If you make all the TGA files the same size you dont need the .META file.
META files are standard JSON files containing certain data about texture files (purpose is unknown)
Mig Eater wrote:
TGA files are cropped to make them as small as possible & then the .META file contains the coordinates to reposition it back to center. If you make all the TGA files the same size you dont need the .META file.
Last time I checked, the META files are not being read.
If you add a new unit, you need to make the TGA files 256x256 or bigger.
META files are probably being read inside the MEG files and are not looked for outside in a mod folder. There is no override.
These are examples of me trying to port the A10 to RA
This is after I made the sprites 500x500, it fixed the stretched graphics, I later on followed the data in the original META files and resized the TGAs as 256x256.
I didn't do any specific testing, so I could be completely wrong but based on the code inside the META files matching how the associated TGA file is cropped, along with how TGA files that are all the same size dont have any corresponding META file, it seems like that is their main purpose IMO.
I'm curious to know what the ALO files are, AFAIK all the graphics in C&CR are 2D sprites, what would a 3D model be used for? _________________
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jun 14, 2020 6:21 am Post subject:
In previous Glyph interations, ALO were 3D models and TEDs were maps. But in C&C: Remastered, I don't have any clue on how both would be used, since maps use a different format. QUICK_EDIT
I'm curious to know what the ALO files are, AFAIK all the graphics in C&CR are 2D sprites, what would a 3D model be used for?
Maybe the engine is actually using a flat 3d plane object on which the unit frame is put as a texture. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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