TRE:TRE Breakdown
Welcome to SWGANH Tre Sub-Files Documentation
TreFiles History TreFile Template |
Contents
- 1 ANS
- 2 APT - Appearance File
- 3 ASH
- 4 CDF - Client Data file
- 5 CEF - Client Effect file
- 6 CFG - Configuration file
- 7 CMP - Component File
- 8 DDS - DirectDraw Surface File (Texture)
- 9 EFT - Effect
- 10 FFE - Force Feedback File
- 11 FLR
- 12 IFF - Interchange Format File
- 13 ILF - Interior Layout File
- 14 INC - Include File
- 15 LAT
- 16 LAY - Layout File
- 17 LMG
- 18 LOD - level of detail
- 19 LSB
- 20 LTN
- 21 MGN
- 22 MKR
- 23 MP3
- 24 MSH - mesh
- 25 PAL - palette
- 26 PLN
- 27 POB
- 28 PRT
- 29 PSH
- 30 PST
- 31 QST - QueST files
- 32 SAT
- 33 SFK
- 34 SFP
- 35 SHT - shader
- 36 SKT
- 37 SND
- 38 SPR
- 39 SSA
- 40 STF - Strings Table File (Language)
- 41 SWH
- 42 TGA - Targa Texture
- 43 TRN - Terrain File
- 44 TRT - Texture Renderer File
- 45 TRT - Texture Renderer File
- 46 TXT - Text File
- 47 UI - User Interface File
- 48 VSH - Vertex Shader Script
- 49 WAV - WAV Audio File
- 50 WS - world structures
ANS
File Type: ANS format |
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APT - Appearance File
File Type: APT format |
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ASH
File Type: ASH format |
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CDF - Client Data file
File Type: CDF format |
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CEF - Client Effect file
File Type: CEF format |
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CFG - Configuration file
File Type: CFG format |
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CMP - Component File
File Type: CMP format |
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DDS - DirectDraw Surface File (Texture)
File Type: DDS format |
DirectDraw Surface File (texture) Download plugin for photoshop here: http://download.nvidia.com/developer/NVTextureSuite/Photoshop_Plugins_7.83.0629.1500.exe MSDN article on file format here: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/dx9_graphics_reference_dds_file.asp |
EFT - Effect
File Type: EFT format |
- The first DATA record contains 2-bytes. The first byte is an unsigned char that represents the number of IMPL Forms in the file. The 2nd byte is currently unknown. - The PVSH form contains a record of 0000 which contains the full path of an HLSL vertex shader program. - The PPSH form contain a 0001 form which contains 1 DATA record and a variable number of PTXM forms. The DATA record is made up of 1 unsigned char (which indicates the number of PTXM records) followed by the full path of an HLSL pixel shader program. - Each PTXM form contains one 0002 record. The first byte of which is an unsigned char followed by a 4 char texture tag name. |
FFE - Force Feedback File
File Type: FFE format |
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FLR
File Type: FLR format |
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IFF - Interchange Format File
File Type: IFF format |
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ILF - Interior Layout File
File Type: ILF format |
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INC - Include File
File Type: INC format |
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LAT
File Type: LAT format |
possible relation to MAYA Lattices |
LAY - Layout File
File Type: LAY format |
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LMG
File Type: LMG format |
[FORM] [uint32] //formsize [MLOD] [FORM] [uint32] //formsize [0000] [INFO] [uint32] //infosize(2) [uint16] //name elements count [NAME] [uint32] //namesize [namestring] //0 terminated |
LOD - level of detail
File Type: LOD format |
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LSB
LSB? File
LTN
LTN? File Something to do with lighting
MGN
MGN? File 3d model information
MKR
Marker File
MP3
MP3 Audio File
MSH - mesh
File Type: MSH format |
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PAL - palette
Palette File
PAL Editor can be downloaded here -> http://mods.mandalorians.de/system/infusions/pro_download_panel/download.php?did=16
File Type: PAL format |
52 49 46 46 // RIFF 10 01 00 00 // size (int 32) 50 40 4c 20 // Pal 64 61 74 61 // Data 40 00 00 00 // size (int 32) // Here starts the color pallate 00 03 // uint16 version 40 00 // uint16 pallette colors count(64) // This is were the swg pallet editor start's showing were the colors are cc cc cc 00 // uint32 (RGBA) b7 b7 b7 00 // a3 a3 a3 00 // 8e 8e 8e 00 // 92 23 23 00 // 84 1f 1f 00 // 77 1b 1b 00 // 69 17 17 00 // 65 61 82 00 // 54 50 85 00 // 44 3e 89 00 // 33 2d 8c 00 // d4 d6 47 00 // b8 ba 36 00 // 9d 9f 26 00 // 81 83 15 00 // 58 a5 64 00 // 45 91 51 00 // 31 7c 3d 00 // df b4 3e 00 // b9 94 2f 00 // 92 73 1f 00 // 6c 53 10 00 // 71 a5 a5 00 // 5b 95 95 00 // 44 86 86 00 // 2e 76 76 00 // 75 61 76 00 // 72 4d 78 00 // 6e 38 7b 00 // 6b 24 7d 00 // 7d b0 c0 00 // 69 95 a3 00 // 54 7b 87 00 // 40 60 6a 00 // cd 7a 37 00 // a9 64 2c 00 // 84 4d 21 00 // 60 37 16 00 // d4 83 83 00 // a5 5e 5e 00 // 87 42 42 00 // 5f 2d 2d 00 // 93 73 1b 00 // 7c 60 18 00 // 5a 45 0e 00 // dd d8 c0 00 // bd b9 a4 00 // 9e 9a 88 00 // 7e 7b 6c 00 // 91 6d 6d 00 // 76 59 59 00 // 5c 44 44 00 // 41 30 30 00 // 75 61 76 00 // 6b 4d 6c 00 // 60 39 62 00 // 56 25 58 00 // a6 c1 71 00 // 8e a6 61 00 // 77 8a 50 00 // 5f 6f 40 00 // |
PLN
Planet File
POB
46 4f 52 4d // FORM 00 00 02 d3 // 723 Form Count 43 45 4c 4c 46 4f 52 4d // CELLFORM 00 00 02 c7 // 711 count to end of form 30 30 30 35 44 41 54 41 // 0005DATA 00 00 00 a9 04 00 00 00 00 6d 61 69 6e 68 61 6e 67 61 72 // mainhangar 00 61 70 70 65 61 72 61 6e 63 65 2f 6d 65 73 68 2f // appearance/mesh/ 74 68 6d 5f 73 70 63 5f 73 74 61 72 5f 64 65 73 // thm_spc_star_des 74 72 6f 79 65 72 5f 73 30 31 5f 72 31 5f 6d 61 // troyer_s01_r1_ma 69 6e 68 61 6e 67 61 72 5f 6d 65 73 68 5f 72 31 // inhangar_mesh_r1 2e 6d 73 68 // .msh 00 01 61 70 70 65 61 72 61 6e 63 65 // appearance 2f 63 6f 6c 6c 69 73 69 6f 6e 2f 74 68 6d 5f 73 // /collision/thm_s 70 63 5f 73 74 61 72 5f 64 65 73 74 72 6f 79 65 // pc_star_destroye 72 5f 73 30 31 5f 72 31 5f 6d 61 69 6e 68 61 6e // r_s01_r1_mainhan 67 61 72 5f 63 6f 6c 6c 69 73 69 6f 6e 5f 66 6c // gar_collision_fl 6f 6f 72 30 2e 66 6c 72 // oor0.flr 00 46 4f 52 4d // FORM 00 00 00 04 4e 55 4c 4c 46 4f 52 4d // NULLFORM 00 00 00 48 50 52 54 4c 30 30 30 34 // HPRTL0004 00 00 00 3c 01 02 00 00 00 01 0c 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 46 4f 52 4d // FROM 00 00 00 48 50 52 54 4c 30 30 30 34 // HPRTL0004 00 00 00 3c 01 03 00 00 00 01 0a 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 46 4f 52 4d // FORM 00 00 00 48 50 52 54 4c 30 30 30 34 // HPRTL0004 00 00 00 3c 01 04 00 00 00 01 09 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 46 4f 52 4d // FORM 00 00 00 48 50 52 54 4c 30 30 30 34 // HPRTL0004 00 00 00 3c 01 05 00 00 00 01 02 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f // 1 00 00 00 00 4c 47 48 54 // LGHT 00 00 00 be // 190 02 00 00 00 01 00 00 00 00 01 45 b3 3f // 1.40 R Lighting Color Like sun light but only shows on toon 0a d7 b3 3f // 1.40 B Lighting Color fe cf a5 3f // 1.30 G Lighting Color 00 00 00 00 01 45 b3 3f // 1.40 R Lighting Color 0a d7 b3 3f // 1.40 B Lighting Color fe cf a5 3f // 1.30 G Lighting Color 00 00 80 3f // 1 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 80 00 f6 f3 be // -0.48 11 12 61 3f // 0.88 78 a0 51 43 // 209.63 00 00 00 00 11 12 61 bf // 0.88 00 f6 f3 be // -0.48 67 08 a8 c2 // -84.02 00 00 80 3f // 1 00 00 00 00 00 00 00 00 01 00 00 00 00 d5 3e 97 3f // 1.18 R Lighting Color Like sun light but only shows on toon 9e fb ad 3f // 1.36 B Lighting Color 0a d7 b3 3f // 1.40 G Lighting Color 00 00 00 00 d5 3e 97 3f // 1.18 R Lighting Color 9e fb ad 3f // 1.36 B Lighting Color 0a d7 b3 3f // 1.40 G Lighting Color 00 00 80 3f // 1 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 00 c2 19 f4 3e // 0.48 60 08 61 3f // 0.88 78 a0 51 43 // 209.63 00 00 00 00 60 08 61 bf // -0.88 c2 19 f4 3e // 0.48 67 43 a3 c2 // -81.63 00 00 80 3f // 1 00 00 00 00 00 00 00
PRT
Particle File
PSH
Pixel Shader? File
PST
Playback File
QST - QueST files
QueST files are XML files describing journal quests. Let's examine them here.
SAT
File Type: SAT format |
'WSNP' FORM (ws file) - FORM - NODS - size - offset to stringtable ---------------------------------------------------- 46 4F 52 4D //FORM 00 00 04 E4 //formsize 53 4D 41 54 //SMAT 46 4F 52 4D //FORM 00 00 04 D8 //formsize 30 30 30 30 //0000 44 41 54 41 //DATA 00 00 00 34 //datasize 01 A7 15 00 //id 00 00 00 00 //parentid 70 00 00 00 //strtable index 00 00 00 00 //ox D4 15 1E BE //oY 00 00 00 00 //oz 51 EE 7C 3F //ow 00 00 00 00 //scale?? 38 CA A0 45 //x 00 00 AF 43 //y EE DE B2 C4 //z 00 00 00 44 //type? 7B D6 12 E7 //?? |
SFK
SFK? File
SFP
SFP? File
SHT - shader
File Type: SHT format |
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SKT
Skeleton File
SND
File Type: SND format |
46 4f 52 4d // FORM (Element) 00 00 00 a7 // Length Of Data that Follows (Count starts after this byte) (a7 = 167) 53 44 32 44 // SD2D (Element) 30 30 30 33 // 0003 (Version ?) 00 00 00 9b // string length 73 61 6d 70 6c 65 2f 61 6d 62 5f 63 6c 6f 6e 69 6e 67 5f 66 61 63 69 6c 69 74 79 5f 69 6e 74 5f 6c 70 2e 77 61 76 00 00 // sample/amb_cloning_facility_int_lp.wav 00 00 00 00 // ? 00 00 00 00 00 C0 // Bitrate (192) 3F // Volume ? 00 00 C0 // Bitrate (192) (Again?) 3F // Volume ? FF FF FF FF FF FF FF FF // ? 00 00 00 00 00 00 00 00 00 00 C0 // Bitrate (192) (Again?) 3F // Volume ? 00 00 C0 // Bitrate (192) (Again?) 3F // Volume ? 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 CD CC CC 3D |
SPR
Sprite File
SSA
SSA? File
STF - Strings Table File (Language)
File Type: STF format |
It contains all the game's strings. During network communications the strings are identificated with: filename without extension + code + ansi string id. Header: [int] // STF file type header id (sequence: 0xCD 0xAB 0x00 0x00, value: 0x0000ABCD = 43981) [byte] // useless? flag (might be a boolean, seen so far: 0x01 and 0x00) [int] // next free index in file to add an item, always > items count (useless for us) [int] // items count Then items list, for each: [int] // item index in the file (eg: 1, 2, 9, 3, 7, ...) [int] // code (gesture?) [int] // unicode digits count of the sentence (eg: 11) [u_string] // 2 bytes per char (eg: "hello world" is 11 digits long, 22 bytes total) Then item's string ids, for each: [int] // item index in the file matching one in previous list (eg: 1, 2, 9, 3, 7, ...) [int] // ascii digits count of the string id (eg: 12) [a_string] // 1 byte per char (eg: "basic_answer" is 12 digits long, 12 bytes total) |
Understood at 80%.
SWH
File Type: SWHformat |
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TGA - Targa Texture
File Type: TGA format |
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Terrain files Are divided in 2 main sections. The terrain generator and the maps
TRN - Terrain File
File Type: TRN format |
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TRT - Texture Renderer File
File Type: TRT format |
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TRT - Texture Renderer File
File Type: TRT format |
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TXT - Text File
File Type: TXT format |
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UI - User Interface File
File Type: UI format |
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VSH - Vertex Shader Script
File Type: VSH format |
(Shader City - Possible App to open the Vertex Shader Scripts) |
WAV - WAV Audio File
File Type: WAV format |
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WS - world structures
File Type: WS format |
'WSNP' FORM (ws file) - FORM - NODS - size - offset to stringtable ---------------------------------------------------- 46 4F 52 4D //FORM 00 00 04 E4 //formsize 4E 4F 44 45 //NODE 46 4F 52 4D //FORM 00 00 04 D8 //formsize 30 30 30 30 //0000 44 41 54 41 //DATA 00 00 00 34 //datasize 01 A7 15 00 //id 00 00 00 00 //parentid 70 00 00 00 //strtable index 00 00 00 00 //ox D4 15 1E BE //oY 00 00 00 00 //oz 51 EE 7C 3F //ow 00 00 00 00 //scale?? 38 CA A0 45 //x 00 00 AF 43 //y EE DE B2 C4 //z 00 00 00 44 //type? 7B D6 12 E7 //?? |
World Structures
There is one .ws file per planet (none for space that I have found yet although it would seem applicable), containing a list of items found outdoors on each planets. This includes buildings, terminals, streetlights, fog/special effects, ruins, and so forth. Trees/plants/rocks are not included unless they are somehow unique or special.