File Types & Suffixes
Type | Suffix | File | Description |
---|---|---|---|
Component | fprefab | Prefab | Dynamic types generated based on LObject (Prefabable tag required), including component structure, CDO, etc. R&D stage: Support simple logic editing, compiling, running, debugging. Unified format, including version number, import/export info, object property modification and other info. |
fmap | Level | Level description files, including the objects list and object property modification in the level. Unified format, including version number, import/export info, object property modification in the level and other info. | |
setting | Settings | Extensible, editable configuration class files that record property modifications of configuration class objects. Configuration class types include project configuration, editor configuration, etc. Unified format, including version number, import/export info, configuration class object property modification and other info. | |
fasset | Asset | Asset description files that record property modifications to the asset. Unified format, including version number,import/ export info, object property modifications and other info. | |
fasset_ref | Asset reference | Object asset reference files in a streaming level. The file name records the associated fasset file and layer info. | |
cache | Cache | Cache description files that record the property modifications of the cache objects. Cache types including LGameUserConfigBase、LEditorViewportsConfig, etc. Unified format, including version number,import/export info, cache object property modifications and other info. | |
AI | bt | Behavior tree | Behavior tree node info. |
bb | Blackboard | Contains the info needed to decide or update the decision of a behavior tree node. | |
Map | dds | Map file | Engine map format on PC platform. |
tif | Map file | Map format used for Art production. | |
png | Map file | Map format of engine interface resources, or some other special-purpose formats. | |
bmp | Map file | Map format used in Art. | |
jpg | Map file | Map format used in Art. | |
basis | Map file | Engine map format on mobile platform. | |
ico | Map file | Engine icon map format. | |
Model | xmod | Model data | Model resource format used by the Engine. |
mtl | Material | Model material resource format. | |
xmodparams | Model additional parameters | Data format for the secondary modification of the model. | |
manimation | Model animation | Model material animation data format used by the Engine. | |
st | Model file | External model resources, for SpeedTree 8.0 and above. | |
srt | Model file | External model resources, for SpeedTree7.0. | |
fbx | Model file | External model resource, standard FBX mode format. | |
Character and Skinned Animation | xskt | Skeletal or bone animation | Core asset of skinned animation. As a skeleton, for storing the topology and base pose of the skeleton. As animation, for storing a series of time-dependent pose or pose additive data. |
xskt_ext | Skeleton extension file | Contains animation notification, animation synchronization tags, action retargeting and other skeleton extension data. | |
actor | Character config file | Configuration files that contain resource references such as character skins, action sets, and related effects. | |
actionset | Action set | Configuration files that contain a set of skeletal animation assets and references to the target skeleton. | |
anim_sequence | Animation sequence | Composite animation assets based on skeleton assets. It is created by the animation Editor that provides advanced features such as retargeting, root motion, notify, tag-based synchronization, and curve editing on top of the skeleton. | |
blend_space | 2D blend space | Composite assets based on skeletons and(or) anim sequences. It can receive two input control variables to control the blending between multiple animation sampling points. | |
blend_space_1d | 1D blend space | Composite asset based on skeletons and/or anim sequences. It can receive one input control variable to control blending between multiple animation sampling points. | |
aimoffset_blend_space_2d | 2D aim offset blend space | Special blend space assets designed to cope with requirements such as weapon aiming or characters looking somewhere (Look At). It can receive two input control variables to control the blending between multiple animation sampling points. | |
aimoffset_blend_space_1d | 1D aim offset blend space | Special blend space assets designed to cope with requirements such as weapon aiming or characters looking somewhere (Look At). It can receive one input control variable to control the blending between multiple animation sampling points. | |
montage | Montage | Composite animation assets based on Skeletons and(or) Anim Sequences. It allows the linear merging of animation clips referenced from the Skeleton and (or) Animation Sequence into the track, and enables the user to split and reorganize into several custom segments. These custom segments can be played standalone in the pipeline or inserted as external animation sources into designated slots in the animation tree. | |
animtree | Animation tree | Composite animation assets. The data-driven animation pipeline realized by defining a set of animation tree nodes. | |
rig | Offline retarget rig topology | A set of Rig topology for offline retargeting. | |
motion_database | Motion data base | Data storage for the "Motion Matching" editor phase. | |
motion_database_c | Baked motion database | Data storage for the "Motion Matching" runtime phase. | |
Sequence | skill_sequence | Skill sequence | File formats for recording skill sequences, including track data and keyframe data. |
Terrain | visual | Terrain visual object | Terrain visual object info log file. |
helper_model | Terrain helper object | Terrain helper object info log file. | |
height | Uncompressed height map | Terrain height info file, only required for editing mode, not for project publishing. | |
ground | Compressed height map | Terrain height info file | |
alphabase | Base alpha blend map data | Terrain base texture (first layer) info log file. | |
alphamap | Alpha blend map data | Terrain blend layer texture and weight info log file. | |
colordata | Blend color layer in editing mode | Terrain blend color layer info log file, only required for editing mode, not for project publishing. | |
colorinfo | Blend color layer mask map | Terrain blend color layer mask info log file. | |
colormap | Surface Blend color layer | Terrain blend color layer info log file. | |
grassdensity | Grass density | Landscape grass density mask info log file. | |
water | Water surface info | Terrain water surface info log file. | |
r32 | One of the height map export formats | Export format file of terrain height map. | |
Physics | cobj | Rigid body configuration file | It is an extension of the RLX/RLB file, including information such as material files and collision presets used by the rigid body. |
nxx | Rigid body XML format resource files | Includes rigid body properties and collision body properties configuration. | |
nxb | Rigid body binary format resource files | Includes rigid body properties and collision body properties configuration. | |
rdl | Ragdoll extension configuration file | It is an extended configuration of the RLX/RLB file, containing configuration info such as ragdoll presets and bone welding relationships, etc. | |
rlx | Ragdoll XML format resource files | Contains the configuration info of all skeletal rigid bodies and joint constraints of the ragdoll. | |
rlb | Ragdoll binary format resource files | Contains the configuration info of all skeletal rigid bodies and joint constraints of the ragdoll. | |
drb | Destruction configuration file | It is an extended configuration of the DEX/DEB file, including the configuration info on whether it is the dynamic destruction and fragmented rigid body. | |
dex | XML format destruction resource files | Dumped from the destruction source file (APX/APB), can be loaded and used by the Engine. | |
deb | Binary format destruction resource files | Dumped from the destruction source file (APX/APB), can be loaded and used by the Engine. | |
chx | XML format fabric source files | Dumped from the Fabric source file (APX/APB), can be loaded and used by the Engine. | |
chb | Binary format fabric resource files | Dumped from the Fabric source file (APX/APB), can be loaded and used by the Engine. | |
apx | Fabric/Destruction XML format source files | Exported from 3Ds Max/PhysxLab software. | |
apb | Fabric/Destruction binary format source files | Exported from 3Ds Max/PhysxLab software. | |
Sound | wav | FMOD sound files | Audio formats supported by FMOD. |
ogg | FMOD sound files | Audio formats supported by FMOD. | |
bank | FMOD banks | Audio formats supported by FMOD. | |
mp3 | FMOD sound files | Audio formats supported by FMOD. | |
event | FMOD sound asset description files | FMOD sound asset description files. | |
wem | Wwise streaming audios | Wwise audio format. | |
bnk | Wwise banks | Wwise audio format. | |
Font | otf | Font files | File formats for displaying fonts. |
ttf | Font files | File formats for displaying fonts. | |
Icon | ani | Animation cursor files for Windows | Animation cursor files format for Windows. |
cur | Static cursor files | Static cursor files format. | |
Interface | ui | Interface configuration files | File format used by the window. |
Effect | effect | Effect | The Engine effects creation datalog files. |
particle | Particle | The Engine particles creation datalog files. | |
lensflare | Lens flare | The Engine lens flare effects archive files. | |
Voxel | veco | Ecology | Including info such as surface materials, foliage, underground ecologies, etc. |
vmtl | Material | Including data such as vertex colors, diffuse maps, normal maps, UV scaling, hardness, etc. used for voxel rendering. | |
vog | Random Object Generator | Including info such as the distribution scale of multiple objects in a continuous area, etc. | |
vobj | Object | Including info on objects such as scaling ratio, scaling and orientation disturbance values, physics types, etc. | |
voga | Object Generation Algorithm | Describing info on objects such as random density, clipping distance, etc. | |
cph | Plate | Including info on the height map used for the specified area of the planet, such as the height map exported from the worldmachine. | |
vter | Voxel Planet | A complete planet with files recording info such as radius, mountains, seawater and distribution of multiple ecologies. | |
npc | NPC | NPCs placed in the voxel scene. | |
city | Hash files | Determine if the cache is valid. | |
Curve | curve | Curve data | Archive format for curves. |
Other | ini | INI files | Text file. |
xml | XML files | Text file. | |
json | JSON files | A file used to store simple data structures and objects, it is a lightweight data interchange format. | |
log | LOG files | LOG files of the Engine. | |
package | Resource package files | Data package files for asset files through build process of the Editor. | |
out | OUT files | Temporary files generated by the Editor's build process when compiling Lua files. | |
projectinfo | Project files | Project configuration files. | |
meta | Meta files | Files for recording asset info. | |
idres | Language text mapping files | Language text mapping files. | |
manifest | Manifest files | Temporary files generated during the Editor build process to record asset file manifests. | |
chm | Help document files | Help file system based on HTML file features introduced by Microsoft. | |
html | HTML(Hypertext Markup Language) | A markup language. | |
md | Markup language | A lightweight markup language. | |
Code | h | C++ header files | Written in C++, generally only function declarations, macro definitions, function prototypes, etc.are inputted. |
hpp | C++ header files | By mixing the .cpp implementation code into the .h header file, the definition and implementation are included in the same file. Then the caller of the class only needs to include the hpp file instead of adding the cpp to the project for compilation. | |
cpp | C++ files | Source code files written in C++. | |
inc | Subfiles that can be contained in other header files | Subfiles that can be contained in other header files. | |
c | C codes | Source code files written in C. | |
lua | Lua scripts | Script files in Lua. | |
luast | Script dynamic type files | Use Lua syntax. | |
py | Python scripts | Script files written in Python. | |
go | Go codes | Script files written in Go. | |
fsh | Pixel shaders for mobile platforms | Pixel shaders for mobile platforms. | |
vsh | Vertex shaders for mobile platforms | Vertex shaders for mobile platforms. | |
hlsl | Shaders for DX | Shaders for DX. | |
rc | Resource configuration | Resource configuration files. | |
yaml | Compile configuration files | Compile configuration files. | |
js | JS scripts | A lightweight, interpreted or just-in-time compiled programming language with function precedence. | |
Generated File | dll | Dynamic libraries | Dynamic link library files in Windows environment. |
exe | Executable files | Executable program files in Windows environment. | |
map | Debug mapping | Debug mapping files. | |
pdb | Debug symbols | Debug symbol files. | |
lib | Import libraries or static libraries | Import library or static library files. | |
so | Dynamic libraries for mobile platforms | Dynamic library files for mobile platforms. | |
a | Static libraries for mobile platforms | Static library files for mobile platforms. |