NoMansSky:Reference Guides: Difference between revisions
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== Game File Types and Associations == | == Game File Types and Associations == | ||
Users can find the game's different file types with descriptions below: | Users can find the game's different file types with descriptions below: | ||
* [[NMS:Reference_Guides/SCENE_Files|SCENE Files]] - similar to a prefab and holds information about in-game objects all the way from models, behaviors to audio, particle effects and more. | * [[NMS:Reference_Guides/Global_Files|GLOBAL Files]] | ||
** [[NMS:Reference_Guides/ENTITY|ENTITY]] - the MBIN that defines interactions and behaviors of objects. | * MODELS | ||
*** [[NMS:Reference_Guides/Properties_for_ENTITY_Files|Properties allowed within the ENTITY file]] | ** [[NMS:Reference_Guides/SCENE_Files|SCENE Files]] - similar to a prefab and holds information about in-game objects all the way from models, behaviors to audio, particle effects and more. | ||
*** [[NMS:Reference_Guides/Actions_and_Triggers|Actions and Triggers]] | *** [[NMS:Reference_Guides/ENTITY|ENTITY]] - the MBIN that defines interactions and behaviors of objects. | ||
** [[NMS:Reference_Guides/GEOMETRY|GEOMETRY]] - the format in which 3D models are stored in | **** [[NMS:Reference_Guides/Properties_for_ENTITY_Files|Properties allowed within the ENTITY file]] | ||
** [[NMS:Reference_Guides/MATERIAL_Files|MATERIAL MBIN Files]] - defines the texture maps and shader flags to be used | **** [[NMS:Reference_Guides/Actions_and_Triggers|Actions and Triggers]] | ||
** [[NMS:Reference_Guides/DESCRIPTOR_Files|DESCRIPTOR MBIN Files]] - handles the nested hierarchies of procedural generation in-game | *** [[NMS:Reference_Guides/GEOMETRY|GEOMETRY]] - the format in which 3D models are stored in | ||
** ANIM (Animation) files - (minimal research on this currently) | *** [[NMS:Reference_Guides/MATERIAL_Files|MATERIAL MBIN Files]] - defines the texture maps and shader flags to be used | ||
** [[NMS:Reference_Guides/LSYSTEM|LSYSTEM]] - a facet of procedural generation that introduces more control with custom rule sets on procedural objects in-game, such as how outposts with enterable interiors are generated (needs more research) | *** [[NMS:Reference_Guides/DESCRIPTOR_Files|DESCRIPTOR MBIN Files]] - handles the nested hierarchies of procedural generation in-game | ||
*** ANIM (Animation) files - (minimal research on this currently) | |||
*** [[NMS:Reference_Guides/LSYSTEM|LSYSTEM]] - a facet of procedural generation that introduces more control with custom rule sets on procedural objects in-game, such as how outposts with enterable interiors are generated (needs more research) | |||
* TEXTURES | * TEXTURES | ||
** [[NMS:Reference_Guides/TEXTURES/TEXTURE_MBIN_Files|TEXTURE MBIN Files]] | ** [[NMS:Reference_Guides/TEXTURES/TEXTURE_MBIN_Files|TEXTURE MBIN Files]] |
Revision as of 09:09, August 9, 2020
References
The following are references for the various files and types of files used for No Man's Sky:
- Reference Tables listing game items and properties.Outdated
- A guide to NMSDK Model importer. Lists all the commands and object types supported by the tool.
- Input/Actions Reference file. Gathers some basic information about NMS input system.
- Voice Reference Table. A list of all the exosuit voice files with their WEM IDs.
- Allowed Game Components in ENTITY Files
- Curves
- GcPlanetData-RE
- Reward Types
- SimpleInteraction and Interaction Types
XML File References
- GcCameraAerialViewData.xml
- GcCameraFollowSettings.xml
- GcCameraShakeData.xml
- GcCameraWarpSettings.xml
- TkModelRendererData.xml
- TkRotationComponentData
Game File Types and Associations
Users can find the game's different file types with descriptions below:
- GLOBAL Files
- MODELS
- SCENE Files - similar to a prefab and holds information about in-game objects all the way from models, behaviors to audio, particle effects and more.
- ENTITY - the MBIN that defines interactions and behaviors of objects.
- GEOMETRY - the format in which 3D models are stored in
- MATERIAL MBIN Files - defines the texture maps and shader flags to be used
- DESCRIPTOR MBIN Files - handles the nested hierarchies of procedural generation in-game
- ANIM (Animation) files - (minimal research on this currently)
- LSYSTEM - a facet of procedural generation that introduces more control with custom rule sets on procedural objects in-game, such as how outposts with enterable interiors are generated (needs more research)
- SCENE Files - similar to a prefab and holds information about in-game objects all the way from models, behaviors to audio, particle effects and more.
- TEXTURES
- AUDIO
- WEM format