UDAS archive File List
compiled by Infern4l & Mr.Curious
Inside the UDAS archives are numerous other archives. I will explain as many of these that i know about. Some of this information came from @infer4l and the rest I figured out through Albert and other research.
Cheers, Mr.Curious
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UDAS archive File List
CAM - Location of the camera and its change in some parts of the zone
SAT - collision map area on the active and dead zones (where you can go and where not)
LIT- light from the light source
SMD - Archive of room models
SMX -brightness,rotation, transparency of the 3d objects in the SMD file, as well interact with the alpha channel (the ability of 3D objects reflect light)
SHD - Unconfirmed.. might have something to do with LIT file.
EFF - Effects in game like rain, fog, fire, embers. smoke, water, and various lighting effects etc
TEX -
ITM - Item Archive that contains all the 3D models of treasures, weapons, and items found in the rooms.
ETM -Interactive Item Archive of 3D models for windows, doors, exploding barrels, boxes, barrels, furniture that can be moved.
ETS -Governs the placement of ETM items (coordinates for the map X. Y. Z. Rotation)
EAR- Governs the coordinates of trigger-zones for Effect Groups in the EFF file.
SAREAT - collision map of where bullets, lasers, the effects can go. (bullets hitting the wall or the like in an iron door)
AEV -Governs the placement of trigger-zones and data sets for room changes, cut scenes, messages, typewriter saves, static ladders, Item Dependent Events (Locked Doors, Puzzles, ...), Ada's grapple gun, hiding Ashely, Crouching, operating interactive models (elevators, cranks etc), grouped Enemy Triggers, trigger for zipline, map blocking events (crank dependent pathways, etc)..
mini cut scenes for interactive chests & lockers that open)
RTP- Enemy waypoint data (the path the enemies take to find you)
MDT- code text file - handles text for QTE messages (JUMP OVER, HOOK SHOT, CROUCH, HIDE, CLIMB) etc
(messages that appear in the QTE like JUMP OVER, HOOK SHOT, CROUCH) etc..
CNS-
STB-
FSE- Foot Sounds - Trigger zones various environment sounds that we walk on (sound of footsteps on wood, puddle, metal)
ESE-Environmental Sounds - responsible for the coordinates of constant room sounds such as fire, water, flies, etc.
OSD-BLK-
DRA-
ITA -Governs the coordinates and data sets for objects found in rooms (ammunition, treasures, weapons, etc)
DSE-
EMI - Unconfirmed - some event for enemy ?
FCV-Animation files
SEQ - Governs the sequence of playback speed of animations
BIN - 3d Model file for models not part of the
SMD file (some examples are burning policeman, lock on door in r101, truck in r100)
TPL - TExture Pallette for BIN files. Has texture pack file information and texture numbers for 3D models.