![]() ![]() ![]() The _FOG, etc, files are for handling other aspects of the stage.Īll character data is stored inside any files with a character name in it and MDL also in the filename. SA2 just happens to use them for a lot more stuff than just objects.Īll stage data is stored in STG file names with just the stage ID attached. If you're familiar with SADX modding, they're the same thing. The MH files, if memory serves, are for Omochao and monitor hints in levels.Īll of the SET files are files that place objects in a level. The files with EH are for the Emerald Hunt hints that come from the monitors. ![]() "Sound Effect files are stored in the files with SE in beginning of the filename. This is likely what resulted in some cutscenes using Dreamcast models and others using higher-poly ones. ![]() Objects are included in the archive for every instance they're used (so stages that use the same items have duplicates in their folder). PRS files in root: particle and effect textures, PRS may have been used on DC. PRS: Texture/Stage/Model/Main Menu and Stage Map Files (in the PAK format) Ninja Chunk: Model format (characters, objects, and stages)įont: font (which isn't actually used for most things, as text is usually prerendered) M1V : Technically a video file, but often used for particle effects (Chaos Control)ĭDS (Direct Draw Surface): Textures (Microsoft's format, interestingly) Uncompressed (not in an archive, anyway): Developed by Sonic Team, published by SEGA. ![]()
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