DIRECTORY STRUCTURE & FORMAT NOTES
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DIRECTORIES & SUB-FOLDERSFORMATSFORMAT NOTES
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sourceimages = small resolution textures cut for tilingTEXTURE FORMATS
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materials = tiny reference files, though when brute forced they dump out similar textures to the o, n and s maps..trb
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highimages = full resolution textures, for uv mapping.vfximagebin
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entry = main data for meshes, sound and other files for characters, enemies, etc.exr
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.btex
Standard texture format for FINAL FANTASY XV. Structure is different between the original and WINDOWS EDITION.
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GRAPHICS.tif
Texture format used within menus, menu-based sprites etc for FINAL FANTASY XV. May also be used with .btex for character effects.
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data://system/.exr
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data://shader/defaulttextures
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data://envsystem/MESH FORMATS
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data://textures.vrb
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.gmtl
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HEAP.gpubinStandard model for FINAL FANTASY XV WINDOWS EDITION.
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data://.gfxbinStandard model for FINAL FANTASY XV.
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.gmdl
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SHADER
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data://shader/VIDEO FORMATS
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.bk2Standard RAD Game Tools Bink 2 video format.
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MENU
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data://menu/AUDIO FORMATS
48000 Hz, channel number can vary, 16 bit depth, 96 kbps, CRI HCA codec. SQEX .SAB header. Some voice over variants may be packed together into the one .sab file.
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.sabReference in archives to the .SAB files for SFX and/or voice over.
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ENCYCLOPEDIA / GALLERY.sax
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menu/main_gallery_book/image/.kab
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.max
48000 Hz, 6 channels, 16 bit depth, 768 kbps, CRI HCA codec. SQEX .MAB header. Tracks with variants (ex: Chocobo tune with energetic and calm ver.) are packed together into the one .mab file.
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FONT AND TEXT DATA.mab
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data://data/message/
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ANIMATION FORMATS
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LEVEL & ENVIRONMENT.amdl
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data://environment/.pka
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data://level/.nmb
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data://map/.mset
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data://event/.anmgph
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data://curve/
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data://foliage/ANIMATION GRAPH FILES
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.anmgph
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LEVEL MAPS
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data://map/ (also in data://common/map)ANIMATION PACKS
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.pka
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CHARACTER MODELS & TEXTURES
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data://character/ANIMATION LINKS
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\FINAL FANTASY XV BENCHMARK\datas\character\nh\CHARACTER ID\entry\.lnkani
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CHARACTER DIRECTORY REFERENCES, PHYSICS & ANIMATIONSANIMATION FORMAT
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data://character/.ani
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data://ragdoll/
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PARAMETER FORMATS
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MAIN PLAYER CHARACTERS - NOCTIS, GLADIO, PROMPTO & IGNIS.ebex
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data://character/nh/nh00/.bins
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data://character/nh/nh01/.csv
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data://character/nh/nh02/.alist
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data://character/nh/nh03/
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VFX / SHADER PARAMTER FORMATS
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FIXED MAJOR CHARACTERS - LUNAFREYA, CIDNEY, REGIS, RAVUS ETC.vfxbin
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data://character/nh/
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SKELETON FORMATS
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UNIQUE NPCS & CHARACTER CREATOR.amdl
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data://character/uc/.tspack
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data://character/um/.elx
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data://character/uw/.kdi
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data://character/ux/.lik
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data://character/uy/.acd
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NIFILHEIM CHARACTERS & ENEMIESFONT FORMATS
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data://character/ea/.fntbin
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data://character/em/
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data://character/ep/TEXT FORMATS
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data://character/es/.msgbinContains the raw text/message data for menus, subtitles etc.
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SUMMONSBINARY FORMATS
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data://character/sm/.bins
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data://level/world/worldshare/summon/.bin
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.db3
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WEAPONRY.mid
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data://character/we/.config
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data://character/ws/.wth2
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.xml
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ANIMALS.aiia
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data://character/ma/.dbg
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FISHNAVMESH
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data://character/mb/.nav
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.nav_context
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CHOCOBO.nav_ref
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data://character/mc/.nav_waypoint
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.nav_world_splitter
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ENEMIES
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data://character/em/BODYDRIVER FORMATS
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data://character/es/.rag
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data://character/me/.bod
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.ikts
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FOOD / DISHES.bnm
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data://character/pf/.bnmwnd
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.dyn
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PROPS.bnmfur
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data://character/pr/
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data://character/mf/COLLISION FORMATS
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data://character/mp/.clsn
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data://character/mw/.cmdl
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