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Formats
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DAT1 — universal container format almost all of game's assets are wrapped into. Contains arbitrary amount of sections, each section having its own binary format. Sections with the same tag share format, and typically present only in assets of the same type. Some sections are always present in assets of a type, others can be missing if asset is not supposed to have corresponding data.
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DSAR — compression format used in game's archives.
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DDL — Insomniac's "Data Description Language". Serialized data, somewhat like binary JSON, met in different DAT1 sections, and could be the result of DDL serialization.
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DDS — DirectDraw Surface. Textures' pixels data is .dds without header. Header might be recollected from game's own .texture header. In RCRA, textures are compressed with GDeflate.
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SWF/GFX — Scaleform (basically Macromedia Flash) files. Were used for UI before RCRA. Not wrapped in DAT1. One can use JPEXS Free Flash Decompiler to work with such files.
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BIK — Bink Video, in .movie files. Not wrapped in DAT1.
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BNK — Wwise soundbank. Stored as one of .soundbank sections. One can use wwiser, wwiseutil, soundbank-editor and possibly lots of other tools to work with it.
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WEM — Wwise audio format. Not wrapped in DAT1, and wem assets have asset ids, different from normal assets (don't have names and instead simply encode wem id). One can use vgmstream to play and Wwise app to make .wems.
Just like in files, pages for the formats start by linking the code that works with them. It works, so it's the most precise documentation there is.
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DAT1
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.actor
.animclip
.animset
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.cinematic2
.conduit
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