File Conversion Graph

Explanation

3DSMAX

Used to create all 3D meshes and animations (Avatars,Weapons,Trees,Buildings EXT...).
Used to create The landscapes.
Used to paint the landscapes using the NeL Painter plugin.
Used to create some of the particle data for spells EXT...
Used to create tree wind deformation with the NeL Tree Painter plugin (Think weight painting). 

tile_edit_r

Used to create the tile banks that hold all the texture data for displacements,blending and diffuse, Needed by 3DSMAX to paint your landscapes.

object_viewer

Used to create vegetsets from .veget files exported from 3DSMAX.
Used to create and edit particles.
Used to view .shape (meshes) and .anim (animations).

Build_Gamedata_Pipeline

In 3DSMAX you use the NeL "Node" plugin tool to define how your .max file will be treated by the pipeline.
For example if you have made a flat plane with a grass texture you would check the vegetable node so the pipeline knows to export as a .veget.

Input (Editable developer files)

3DSMAXtile_edit_robject_viewerImage editor
.max.bank.ps.tga
  .vegetset.png

File Converter

Build_Gamedata_Pipeline

Output (Engine runtime files)

.anim.clodbank.dds.farbank.gr.ig.pacs_prim.rbank
.shape.skel.smallbank.swt.veget.zonel.zonew.zone

FileExtensions

Terminology

  • build_gamedata: Automatic fully incremental batch process that produce final compiled data from top most working data.
  • WKWorking Data - This data is a file edited by the artists. It will not be in client final data. This data is an input data for the build_gamedata process.
  • RTRuntime Data - This data is generated by build_gamedata. It is not edited by the artists. It will be included in client final data.
  • WK/RTWorking and Runtime Data - This data is a file edited by the artists but it will be included in final data. build_gamedata will only copy it.
  • TPTemporary Data - This data is produce by build_gamedata to build another kind of data. This data is not edited by the artists and not included in final data.

File Extensions

File extension list is in alphabetical order.

ExtensionTypeComment
animRTNeL 3D animations. Contains several named animation tracks. Generated from .max files by build_gamedata. It is readable by NeL and viewable in object_viewer.
bankWKNeL tile bank. Bank of bitmap tiles used by the landscape. Edited by the artists with tile_edit.exe. build_gamedata generates .smallbank with it. Only one bank file per landscape. Readable by NeL.
cfgRTConfiguration file used by NLMISC::CConfigFile class. Used to set user parameters for NeL applications.
clodbankRTCharacter LOD bank using 3d sprit objects (quake 1 like) to be quickly draw and animated when far away. Generated from .max files by build_gamedata. Readable by NeL.
cmbTPSimple geometry dump used by build_gamedata to compute surfaces for interior collision meshes. Exported from .max files. Not readable by NeL.
ddsRTMicrosoft DirectDraw Surface (DDS) format is used to store textures and cubic environment maps with mipmaps. It compress textures in a hardware friendly format. Generated from .tga files by build_gamedata. Readable by NeL.
farbankRTNeL far bank. Bank of bitmap used by the landscape to map patches when far away. Generated by build_gamedata from .tga tiles and the bank file. Only one farbank file per landscape. Readable by NeL.
grRTInstances of local retrievers. Used for NeL 3d collisions. Readable by NeL.
igRTNeL 3d Instance Group. Contains a list of instanced stuffs in a landscape (a shape reference with a matrix) (optional), a list of lights (optional) and a cluster system description (optional). It is generated by build_gamedata from .max files. Readable by NeL.
landWKAdd text here.
lrTPTemporary landscape zone surface file produced during by build_gamedata from a .tessel file. Used to build .gr and .rbank files. Not readable by NeL.
maxWK3dsmax file format. Used to produce .anim, .clodbank, .cmb, .ig, .pacs_prim, .shape, .skel, .swt, .zone files. NeL can't direclty read it. build_gamedata exports those files using 3dsmax scripts and plugins.
ovcfgWKScene configuration file for the Object Viewer. It's used to save your work to be opened again in Object Viewer.
pacs_primRTSet of PACS primitive (Box or cylinder description with size, radius, height, position and PACS properties). Generated from .max file by build_gamedata. Readable by NeL.
pngWK/RTPortable Network Graphics file format. Edited by artists. Format RGBA 16 and 32 bits compressed, RGB 24 bits compressed readable by NeL. This file format is used by build_gamedata to generate .dds files. It is used to as runtime data for bitmap that doesn't need to be 'dds' compressed. (Like displacement tiles).
psWK/RTNeL 3d particule system. This file is edited with object_viewer.exe. Readable by NeL. In fact, .ps are .shape files.
pwsWKParticle Workspace. Used in Object Viewer to manage particle sets and save workspaces.
rbankRTRetrievers Bank. It is the bank of collision zones used by NEL::PACS. Generated by build_gamedata from .lr files. Readable by NeL.
shapeRTNeL 3d object used to store a 3d mesh. It can be a simple mesh, skinned mesh, a multilod mesh, a lensflare, a remanence mesh, a water mesh, a particul system. Generated by build_gamedata from .max files. Readable by NeL.
skelRTNeL 3d skeleton description used to deform skinned shapes using .anim. Generated by build_gamedata from .max files. Readable by NeL.
sln Microsoft Visual Studio solution file.
smallbankRTSame file than .bank but some informations have been removed to get a smaller runtime file. Generated by build_gamedata. Readable by NeL.
swtRTNeL 3d file that contains weight for skeleton animation. Generated by build_gamedata from .max files. Readable by NeL.
tesselTPTemporary landscape zone tesselation file produced during the build_gamedata process with a .zone and its neighbours. Used to generate .lr files. Very huge zone tesselation dump. (at 0.5 meter). Not used in final data. Not readable by NeL.
tgaWK/RTTarga Truevision Graphics bitmap file format. Edited by artists. Format RGBA 16 and 32 bits uncompressed, RGB 24 bits uncompressed readable by NeL. This file format is used by build_gamedata to generate .dds files. It is used to as runtime data for bitmap that doesn't need to be 'dds' compressed. (Like displacement tiles).
vcproj Microsft Visual Studio 7 and above project file. Same as .dsp for Visual Studio 6.
vegetRTVegetable file. This file is a simple mesh with only few polygons used like a blade of grass by a vegetset. Generated from .max files by build_gamedata.
vegetsetWK/RTVegetable set file. This file describe a micro-vegetation material. It can be edited with object_viewer.exe. It can be assigned to a lanscape tileset (in bank file) using tile_edit.exe.
zoneTPNeL landscape zone made of patches of 160 x 160 meters generated by build_gamedata from .max files. Used by build_gamedata to produce .zonew files. Readable by NeL.
zonewTPSame file than .zone but welding informations with neighbours has been computed by build_gamedata. Readable by NeL.
zonelRTSame file than zonel but lighing informations have been computed by build_gamedata. Readable by NeL.