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Old 09-11-13, 02:46 AM   #53
tonschk
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Join Date: Mar 2007
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Quote:
Originally Posted by gap View Post
For our purposes, we can define a controller as group of closely related properties, controlling the way an object works or interacts with other objects in the SH5 world. Most controllers have one or more configurable parameters, whereas others are not configurable. Controllers must be assigned to 3d objects and/or to particles in order to be applied in game, and when their owner objects are destroyed, they stop working. Objects and particles are stored into dat or GR2 files. Their controllers are located into binary files with various extensions. The most common ones are:

- .zon: contain controllers whose function is to control the way an object interacts with other object, giving or receiving damage from them;

- .dsd: used for sound controllers;

- .cam: used for camera controllers (firts person views, scope views, gun sights, etc);

- .fx: used for linking special effects to an object;

- .val: used mostly for ships wake controllers;

- .prt: used for linking an object to a second object in another file;

- .sim: this is the most widely used file type, and it can contain a big variety of controllers whose function is generally to set the way an object moves, behaves or works.

One last note: every object, particle or controller got an unique id and a parent id (you can see them more easily by opening one of the aforementioned files in s3d). This is the way they are linked to each other and referred to in game. Rarely node/bone names are used instead. When you merge two files in Goblin Editor, it sorts automatically controllers with the same parent Id, and it list them under the appropriate object when you click on one of them.
Thank you Gap
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