NoMansSky:Game Structure: Difference between revisions

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== Game Files ==
Once [[NoMansSky:Tutorials/Getting_Started|unpacked]], the PCBANKS .PAK files reveal an organized tree of folders and files. Below we provide a replica of this structure with descriptions for the folders. Descriptions for files are available on there individual pages:
 
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|root}} ======
::* [[NoMansSky:Reference_Guides/Global_Files|List of GLOBAL Files]]
 
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|AUDIO}} ======
::* WEM format : encoded audio files
::* [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.
 
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|BANKS_INTERMEDIATE}} ======
::: No known use


== Game Files ==
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|FONTS}} ======
NMS mostly uses the .MBIN file format to store data but it's far from being the only file format used by the game.
::* FNT files : text files storing char maps to extract them from the .DDS canvas
Here's what you can find in each game folder :
::* DDS files : Textures storing fonts as images
* [[NMS:Reference_Guides/Global_Files|GLOBAL Files]] - Main game settings stored in .MBIN files
 
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|INPUT}} ======
::* JSON files : text files storing devices input mappings
::* [[NoMansSky:Reference_Guides/Input_Actions_Reference|ACTIONS.JSON Reference file]]
 
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|LANGUAGE}} ======
::* [[NoMansSky:Reference Guides/LANGUAGE_Files|LANGUAGE Files]] : store all the strings, texts and dialogs of the game
 
====== <i class="far fa-folder-open pr-2 hltx"></i> [[NoMansSky:MATERIALS_Folder|MATERIALS]] ======
::: Generic game materials
 
====== <i class="far fa-folder-open pr-2 hltx"></i> [[NoMansSky:Game_Structure/METADATA|METADATA]] ======
::: Game database
 
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|MODELS}} ======
::* [[NoMansSky: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.
::* [[NoMansSky:Reference Guides/ENTITY_Files|ENTITY Files]] - the MBIN that defines interactions and behaviors of objects.
::** [[NoMansSky:Reference Guides/TkPhysicsComponentData|TkPhysicsComponentData]] - Models Physical properties
::* [[NoMansSky:Reference Guides/DESCRIPTOR_Files|DESCRIPTOR Files]] - handle the nested hierarchies of procedural generation in-game
::** [[NoMansSky:Reference Guides/ENTITY_Files/Components|Allowed Components in ENTITY files]]
::** [[NoMansSky:Reference Guides/ENTITY_Files/Properties|Properties allowed within the ENTITY files]]
::** [[NoMansSky:Reference Guides/Actions_and_Triggers|Actions and Triggers]]
::** [[NoMansSky:Reference Guides/Interaction_Types|SimpleInteraction and Interaction Types]]
::** [[NoMansSky:Reference Guides/Reward_Triggers|Reward trigger types and Reward item IDs]]
::* [[NoMansSky:Reference Guides/GEOMETRY_Files|GEOMETRY Files]] - store the 3D models
::* [[NoMansSky:Reference Guides/LSYSTEM_Files|LSYSTEM Files]] - Rules controling NPC buildings procedural generation
::* [[NoMansSky:Reference Guides/MATERIAL_Files|MATERIAL Files]] - define the texture maps and shader flags to be used
::* {{fc|highlight|ANIM Files}} - Animation files
::** [[NoMansSky:Reference Guides/Curve_Types|Animation Curves]]
 
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|MUSIC}} ======
::* XML files : text files controlling music samples


*{{fc|#FFF|AUDIO}}
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|#FFF|PIPELINES}} ======
**WEM format : encoded audio files
::* BIN files : text files controlling shaders branching
**[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.


*{{fc|#FFF|BANKS_INTERMEDIATE}} - No real use
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|PLAYTOGETHER}} ======
::: Unknown


*{{fc|#FFF|FONTS}}
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|PROMO}} ======
**FNT files : text files storing char maps to extract them from the .DDS canvas
::* old game promotional files  
**DDS files : Textures storing fonts as images


*{{fc|#FFF|INPUT}}
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|SCENES}} ======
**JSON files : text files storing devices input mappings
::* Trailer and demonstration static files
** [[NMS:Reference_Guides/Input_Actions_Reference|ACTIONS.JSON Reference file]]


*{{fc|#FFF|LANGUAGE}}
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|SHADERS}} ======
**MBIN files : store all the strings, texts and dialogs of the game
::* BIN files : shaders initialization text files
::* [[NoMansSky:Tutorials/Vulkan_Shaders|SPV files]] : Vulkan fragmented shader files


*{{fc|#FFF|MATERIALS}}
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|TEXTURES}} ======
**[https://wiki.step-project.com/NMS:Reference_Guides/MATERIAL_Files MATERIAL.MBIN files] : generic game materials.
::* CACHE.SQS : Texture caching file for quick texture adressing. Stores header and footer of most used textures


*{{fc|#FFF|METADATA}} - All the game tables and databases
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|TPFSDICT}} ======
**{{fc|#FFF|ANIMATIONS}} : player animation settings
::* Encrypted profanity words you can't use in NMS
**{{fc|#FFF|AUDIO}} : Bytebeat settings
**{{fc|#FFF|EFFECTS}} : defines properties like light, particles, shakes and duration of game effects
**{{fc|#FFF|ENGINESETTINGS}} : animations and graphics menu settings
**{{fc|#FFF|ENTITLEMENTS}} : Handled game pre-order bonuses
**{{fc|#FFF|FONTS}}
**{{fc|#FFF|GAMESTATE}}
**{{fc|#FFF|INPUT}}
**{{fc|#FFF|INTERACTIVITY}}
**{{fc|#FFF|LANGUAGE}} : sets what languages are available depending on player's country
**{{fc|#FFF|LSYSTEMS}} : remnant of L-Systems test files
**{{fc|#FFF|PROJECTILES}} : projectile settings table
**{{fc|#FFF|REALITY}} : game major tables
***[[NMS:Reference_Guides/Reference_Tables|Reference Tables]] listing game items and properties extracted from game tables.{{CustomTag|color=red|tag=Outdated}}
**{{fc|#FFF|SIMULATION}} : other game major tables
***{{fc|#FFF|ENVIRONMENT}}
****HAZARDTABLE.MBIN - handles behaviors of environmental hazards: Extreme Heat, Extreme Cold, Radiation, Toxic Gas
**{{fc|#FFF|TROPHIES}} : Handled game achievements
**{{fc|#FFF|UI}}


*{{fc|#FFF|MODELS}}
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|UI}} ======
** [[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.
::* MBIN files : describes all the components and parts of the game GUI
*** [[NMS:Reference_Guides/ENTITY|ENTITY.MBIN Files]] - the MBIN that defines interactions and behaviors of objects.
::* TTF files : Standard TrueType Fonts used in game menus and interfaces
*** [[NMS:Reference_Guides/DESCRIPTOR_Files|DESCRIPTOR.MBIN Files]] - handle the nested hierarchies of procedural generation in-game
<br>
**** [[NMS:Reference_Guides/Allowed_Game_Components_in_ENTITY_Files|Allowed Game Components in ENTITY Files]]
**** [[NMS:Reference_Guides/Properties_for_ENTITY_Files|Properties allowed within the ENTITY file]]
**** [[NMS:Reference_Guides/Actions_and_Triggers|Actions and Triggers]]
**** [[NMS:Reference_Guides/SimpleInteraction_and_Interaction_Types|SimpleInteraction and Interaction Types]]
**** [[NMS:Reference_Guides/Reward_Types|Reward trigger types and Reward item IDs]]
*** [[NMS:Reference_Guides/GEOMETRY|GEOMETRY.MBIN Files]] - store the 3D models
*** [[NMS:Reference_Guides/MATERIAL_Files|MATERIAL.MBIN Files]] - define the texture maps and shader flags to be used
*** {{fc|#FFF|ANIM.MBIN files}} - Animation files
**** [[NMS:Reference_Guides/Curves|Animation Curves]]
*** [[NMS:Reference_Guides/LSYSTEM|LSYSTEM]] - Rules controling NPC buildings procedural generation


*{{fc|#FFF|MUSIC}}
== Configuration Files ==
**XML files : text files controlling music samples
These files are storing main game configuration settings and are located directly in the No Man's Sky/Binaries/SETTINGS folder.<br>
Note that these are basicaly .txt files so they can be edited with any text editor.<br>
<br>
Here is the list of the available files :<br>


*{{fc|#FFF|PIPELINES}}
: GCUSERSETTINGSDATA.MXML : These are main game settings and unlocked products and items as seen in the catalog
**BIN files : text files controlling shaders branching
: TKGAMESETTINGS.MXML : Your custom key mapping if you have set some
: TKGRAPHICSSETTINGS.MXML : Game Graphical settings plus a few extra more.
: {{AlertSmall‏‎|type=notice|text=Be sure to set the file in read only mode after your change to prevent the game from overwriting your changes.}}
====== <i class="far fa-folder-open pr-2 hltx"></i> {{fc|highlight|HDR}} ======
::: .cube files : HDR LUT calibration files (These are simple .txt files too)
<br>


*{{fc|#FFF|PLAYTOGETHER}} - unknown
== Save Files ==
*{{fc|#FFF|PROMO}} - old game promotional files  
No Man's Sky save files are stored in recluded folders.<br>
*{{fc|#FFF|SCENES}} - Trailer and demonstration static files
<br>
* ''' Individual save files'''
: Here is an example showing where you can find it if your operating system is on your C: drive :<br>
: {{fc|#FFF|<nowiki>C:/Users/YourUserName/AppData/Roaming/HelloGames/NMS/st_76561198016365084</nowiki>}}<br>


*{{fc|#FFF|SHADERS}}
: Just 2 notes about this path : YouUserName is your user name on your computer and the final folder is unique so yours will be different
**BIN files : shaders initialization text files
**[[NMS:Tutorials/Vulkan_Shader_Modding|SPV files]] : Vulkan fragmented shader files


*{{fc|#FFF|TEXTURES}}
: Save files are in .hg format which is obvioulsy an Hello Games proprietary format but some [https://stepmodifications.org/wiki/NoMansSky:Modding_Tools#Other_Tools save editors] can read and edit these files.
** CACHE.SQS : Texture caching file for quick texture adressing. Stores header and footer of most used textures
** [[NMS:Reference_Guides/TEXTURES/TEXTURE_MBIN_Files|TEXTURE MBIN Files]]
** [[NMS:Reference_Guides/TEXTURES/Texture_Formats|NMS texture formats]]


*{{fc|#FFF|TPFSDICT}} - Encrypted profanity words you can't use in NMS
&nbsp;
* '''Shared catalog discoveries'''
: Be also aware that NMS stores all the item discovered in your catalog during any game save in a separated file.<br>
: This file is located in :<br>
: {{fc|#FFF|<nowiki>Steam\steamapps\common\No Man's Sky\Binaries\SETTINGS\GCUSERSETTINGSDATA.MXML</nowiki>}}<br>
: So if you want to fully save your progression, it's important to also save this file.


*{{fc|#FFF|UI}}
**MBIN files : describes all the components and parts of the game GUI
**TTF files : Standard TrueType Fonts used in game menus and interfaces


{{NMSPageClose}}
&nbsp;

Latest revision as of 02:52, August 7, 2022

Nomanssky flare.png

Game Structure

List of the available game files

Game Files

Once unpacked, the PCBANKS .PAK files reveal an organized tree of folders and files. Below we provide a replica of this structure with descriptions for the folders. Descriptions for files are available on there individual pages:

root
AUDIO
  • WEM format : encoded audio files
  • Voice Reference Table - A list of all the exosuit voice files with their WEM IDs.
BANKS_INTERMEDIATE
No known use
FONTS
  • FNT files : text files storing char maps to extract them from the .DDS canvas
  • DDS files : Textures storing fonts as images
INPUT
LANGUAGE
  • LANGUAGE Files : store all the strings, texts and dialogs of the game
MATERIALS
Generic game materials
METADATA
Game database
MODELS
MUSIC
  • XML files : text files controlling music samples
PIPELINES
  • BIN files : text files controlling shaders branching
PLAYTOGETHER
Unknown
PROMO
  • old game promotional files
SCENES
  • Trailer and demonstration static files
SHADERS
  • BIN files : shaders initialization text files
  • SPV files : Vulkan fragmented shader files
TEXTURES
  • CACHE.SQS : Texture caching file for quick texture adressing. Stores header and footer of most used textures
TPFSDICT
  • Encrypted profanity words you can't use in NMS
UI
  • MBIN files : describes all the components and parts of the game GUI
  • TTF files : Standard TrueType Fonts used in game menus and interfaces


Configuration Files

These files are storing main game configuration settings and are located directly in the No Man's Sky/Binaries/SETTINGS folder.
Note that these are basicaly .txt files so they can be edited with any text editor.

Here is the list of the available files :

GCUSERSETTINGSDATA.MXML : These are main game settings and unlocked products and items as seen in the catalog
TKGAMESETTINGS.MXML : Your custom key mapping if you have set some
TKGRAPHICSSETTINGS.MXML : Game Graphical settings plus a few extra more.
Info-Logo.png
NOTE:
Be sure to set the file in read only mode after your change to prevent the game from overwriting your changes.
HDR
.cube files : HDR LUT calibration files (These are simple .txt files too)


Save Files

No Man's Sky save files are stored in recluded folders.

  • Individual save files
Here is an example showing where you can find it if your operating system is on your C: drive :
C:/Users/YourUserName/AppData/Roaming/HelloGames/NMS/st_76561198016365084
Just 2 notes about this path : YouUserName is your user name on your computer and the final folder is unique so yours will be different
Save files are in .hg format which is obvioulsy an Hello Games proprietary format but some save editors can read and edit these files.

 

  • Shared catalog discoveries
Be also aware that NMS stores all the item discovered in your catalog during any game save in a separated file.
This file is located in :
Steam\steamapps\common\No Man's Sky\Binaries\SETTINGS\GCUSERSETTINGSDATA.MXML
So if you want to fully save your progression, it's important to also save this file.