NoMansSky:Reference Guides: Difference between revisions

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** [[NMS:Reference_Guides/ENTITY|ENTITY]] - the MBIN that defines interactions and behaviors of objects.
** [[NMS:Reference_Guides/ENTITY|ENTITY]] - the MBIN that defines interactions and behaviors of objects.
*** [[NMS:Reference_Guides/Properties_for_ENTITY_Files|Properties allowed within the ENTITY file]]
*** [[NMS:Reference_Guides/Properties_for_ENTITY_Files|Properties allowed within the ENTITY file]]
*** Actions and Triggers
*** [[NMS:Reference_Guides/Actions_and_Triggers|Actions and Triggers]]
** [[NMS:Reference_Guides/GEOMETRY|GEOMETRY]] - the format in which 3D models are stored in
** [[NMS:Reference_Guides/GEOMETRY|GEOMETRY]] - the format in which 3D models are stored in
** MATERIAL files - defines the texture maps and shader flags to be used
** MATERIAL files - defines the texture maps and shader flags to be used

Revision as of 01:50, 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.

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 files - defines the texture maps and shader flags to be used
    • DESCRIPTOR 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

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