NoMansSky:Reference Guides: Difference between revisions
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* Some basic information about the input system is collated in the [[NMS:Reference_Guides/Input_Actions_Reference|Input/Actions Reference]]. | * Some basic information about the input system is collated in the [[NMS:Reference_Guides/Input_Actions_Reference|Input/Actions Reference]]. | ||
* A list of all the exosuit voice files with their WEM IDs can be found in the [https://docs.google.com/spreadsheets/d/15AfJNXD0dIKBeEA6jzlI6QLgaNhTG6NeKg5v9fnMm08/edit?usp=sharing Voice Reference Table]. | * A list of all the exosuit voice files with their WEM IDs can be found in the [https://docs.google.com/spreadsheets/d/15AfJNXD0dIKBeEA6jzlI6QLgaNhTG6NeKg5v9fnMm08/edit?usp=sharing Voice Reference Table]. | ||
* GcPlanetData-RE | * [[NMS:Reference_Guides/GcPlanetData-RE|GcPlanetData-RE]] | ||
== Game File Types and Associations == | == Game File Types and Associations == |
Revision as of 02:39, July 29, 2020
References
The following are references for the various files and types of files used for No Man's Sky:
- A list of all internal names for things in game can be found in the Reference Table.
- For all the commands and object types supported by the model importer see this Guide.
- Some basic information about the input system is collated in the Input/Actions Reference.
- A list of all the exosuit voice files with their WEM IDs can be found in the Voice Reference Table.
- GcPlanetData-RE
Game File Types and Associations
Users can find the game's different file types with descriptions below:
- 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)
- TEXTURES
- AUDIO
- WEM format