Elite
Force II Modding - File-types
Author: Christian Sebastian Strahl
Genre: Modding Basics
Created: 5. Feb. 2007
Last
Change:
Introduction
Important: This document is neither supported by the publisher nor the developer of this game.
Use at your own risk!
This document contains information about the file-types used by the game
STAR TREK: ELITE FORCE II, released 2003 by Ritual Entertainment.
The information includes details such as:
What the file is used for in the game
How it can be modified
Where to get the tools
Required Tools
To modify Star Trek: Elite Force II, you need some tools. The list below contains the software which I prefer for modding.
Do NOT use Microsoft Word or Microsoft Wordpad, please use a real text editor like Notepad!
Program-type |
Name |
Description |
Web |
---|---|---|---|
Level-Editor |
ÜberRadiant |
Used to open *.map and *.prf files Ritual's ÜberRadiant is the Official World-creation Software for STEF2. ÜberRadiant allows you to build, edit and compile Worlds/Levels for STEF2, a compiled World has the extension .bsp |
Effiles.com moddb.com |
Text-Editor Text-Editor |
Notepad++ |
Used to open all text/script files. The program offers Syntax Highlighting, which is very handy, especially with scripts |
notepad-plus.sourceforge.net |
Image Viewer |
Irfan View |
Used to view TGA and DDS images. STEF2 uses TGA and DDS images as painting for surfaces. These images are called Textures. |
Irfanview.com |
Converter |
DDS Converter (2.1) |
Used to convert images into 'textures' Converts images into the formats used as textures. |
Effiles.com |
Audio-Editor |
Audacity |
Used to edit Audiofiles
|
http://audacity.sourceforge.net/?lang=en |
Archiver |
7-Zip |
Used to create and open compressed Archives We will use it to open and create *.pk3 files |
http://www.7-zip.org |
File Types
Format |
description |
Used Open/Edit with |
|
---|---|---|---|
.bsp |
The 3d-World you play on, in the game It is a compiled map-file, this means it includes all calculations, for example lighting and visual(what you can see from each location of the map, the rest will not be shown and calculated by your computer).
Will be read by the game-engine(this is the level loadad when starting/joining a game) and can be edited with a Hex-Editor |
Game-Engine Hex-Editor |
|
.map |
The 3d-World Source file This is the raw 3d-World created in Radiant. Can be read and edited with a Level-Editor or a Text-Editor(this is your source file, do not lose it!) It's basically a renamed *.txt file. |
Level-Editor Text-Editor |
|
.bak |
A Backup file, created by ÜberRadiant each time you change your *.map file. Can be read and edited with a Level-Editor or a Text-Editor(this is a copy of your source file, renamed .map-file) |
Text-Editor |
|
.scr |
Level Scripts, adding or controlling (interactive) events SCR-files are used as Screensaver by Windows. You can change this in Controlpanel->Folder Options, in the Tab file-types. Can be read and edited with a Text-Editor (this is Script/Programming code) http://www.ritualistic.com/games/ef2/gdkdocs/content/allclasses_g.html |
Game-Scriptmaster Text-Editor
|
|
.shader |
Graphic/Texture controll/effect commands files, used to generate different effects on textures. For example: (reflecting) water, lava, reflections, and surface-animations like waves or scrolling textures to simulate moving water. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.st |
Animation State definition files Tells the game when to use which animation for the actor, it's AI behavior and AI events. Can be read and edited with a Text-Editor |
Game-StateManager Text-Editor |
|
.cfg |
Configuration/Settings file Stores settings for the game client and server, can also contain console scripts to automate commands Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.gpf |
Formula definitions Contains formulas defining the game-play. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.txt |
Text file, in ASCII charset Contains definitions and settings for: the game, mission-objectives, graphic, sound, precaching, surfaces and more. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.gdb |
Game Data Base file, definies the game Contains all configurations for the game, like weapons, ammo type, information for special mission items, and more. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.roq |
Video File Details can be found here on Moddb.com (http://www.moddb.com/tutorials/how-to-create-a-roq-video-file1) |
Game-Engine Quake Video Maker |
|
.dds |
Game Texture Image (Direct Draw Surface-file) A format for game graphics, it combines the properties of JPEG-files (high compression) and TGA-files (transparency). Can be viewed and edited with Image-Viewer/Graphics Editor. |
Game-Engine Inage-viewer Image-Creator |
|
.tga |
Game Texture Image(Truevision Advanced Raster Graphics Array) Used in many games, is now outdated. Games use now DDS instead. TGA-Files are able to save information about the alpha-channel, gamma and metadata. Can be viewed and edited with Image-Viewer/Graphics Editor. |
Game-Engine Picture-viewer Image-Creator |
|
.cam |
Camera path definition Spawns and defines a path for the cameras used in cinematic sequences. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.kfc |
Cinematic/Camera file No description available. Can be read and edited with a Text-Editor |
Game-Engine Max CameraExport plugin |
|
.cin |
Cinematic definition Contains information about cinematic video sequences, which use the ingame-engine to animate characters and entities. Spawn Cameras and play the cinematic sequence. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.aas |
Contains path and information for the bots; where to walk where to find items, etc. |
Game-Engine |
|
.mni |
Level Menu definition Defines the map parameters such as supported game-types and modifiers, bots and recommended players. It also defines the map preview image. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.snd |
Sound definition file Contains information for the sound-manager, concerning where to spawn sounds and music/sound-triggers. Also adjusts the sound effects of a level, like volume, channel, position and audio-file to use. Can be read and edited with a Text-Editor |
Gamesoundmanager Text-Editor |
|
.pth |
Path file Generated file, for the Ai(not bots) to find a path. |
Game-Engine |
|
.tik |
Model Definition and Setup file Defines a model and character properties, for example: scaling, size, mass, archetype, AI-Includes, etc. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.skb |
Skeleton
Model (TIKI Model file
component)
|
Game-Engine Modeling-Programm |
|
.ska |
Skeleton Animation (TIKI Model file component) Contains the motion and rotation information for each frame for the Model Skeleton (.skb) |
Game-Engine Modeling-Programm |
|
.mus |
Soundtrack/level Music Definition file Sets a mp3 for each event, like: action, normal, suspense, failure, success, aux<int>. Can be controlled via scripts. Can be read and edited with a Text-Editor |
Game-Soundmanager Text-Editor |
|
.wav |
Raw Audio An uncompressed audio-format, used for fast overlapping playback of sounds without delay, like effects/loopsounds. Can be read and edited with a Audio-Editor |
Game-Soundmanager Audio-Player Sound- |
|
.mp3 |
A compressed Audio-Format, very practical for playback of longer audio, for example music or speech–records. Can be read and edited with a Audio-Editor |
Game-Soundmanager Audio-Player |
|
.pk3 |
Media library of ID-Tech3 engine based games It's a renamed zip-archive. Can be read and edited with a Archiver |
Game-Engine Archiver |
|
.dll |
Dynamic Link Library File Contains the compiled game code, which can be read by many applications simultaneously. |
Game-Engine Applications |
|
.lst |
List Contains a listing of a model group Can be read and edited with a Text-Editor |
Text-Editor |
|
.log |
Log (from the Game or Server - console) Contains records of the gameplay, for example, console messages. To activate the logging: seta logfile “1” Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.dm3 |
Demo (ingame record file) The following commands are needed to: Start recording set com_passthrough 0; set g_syncronousClients 1 record; set com_passthrough 1; set g_syncronousClients 0; Stop recording stoprecord; set com_passthrough 1; set g_syncronousClients 0; Can be created and viewed with within the Game |
Game-Engine
|
|
.urc |
User Interface / Menu-file Graphical-Interface between the player and the game console. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.loc |
Local-file Contains, mission-objectives and Language translations of game text. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.RitualFont |
EF2 Game Font Developed by Ritual Entertainment. Can be read and edited with a Text-Editor |
Game-Engine fontgen.exe |
|
.dlg |
Dialog-file Contains the text string for a dialogue. Can be read and edited with a Text-Editor |
Game-Engine Text-Editor |
|
.vlp |
Voice Lip-file Used for synchronous lips animations for dialogues(mp3). Can be read and edited with a Text-Editor |
Game-Engine Text-Editor lipsync.exe |
|
.c |
C Code Contains the game source code. Can be read and edited with a Text-Editor |
Game-Engine Level-Editor Text-Editor |
|
.h |
C++ header Code Contains the game source code. Can be read and edited with a Text-Editor |
Game-Engine Level-Editor Text-Editor |
|
.cpp |
C++ Code Contains the game source code. Can be read and edited with a Text-Editor |
Level-Editor Text-Editor |
|
.inf |
Setup Information-file Contains the game version information. Can be read and edited with a Text-Editor |
Text-Editor |
Credits
Thanks to all who helped me to create this tutorial:
Avenger
[dM]Rico
[dM]Modboy
Merl!n
Marvelman
Badman
Brush Baron
Shakaar
Albert Dorn
GSIO01
Chris Parker (GDev-RP)
Evil
Pollywog
//Eof @Chrissstrahl