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For these examples, we'll be referring to the files for ForestWoodland, one of the sample map maps that is are shipped with the SDK.

This is a container file which is used by Sandbox. Changes to this file do not effect pure-gameMinimap file that is generated from to give a birds-eye view of the level The file can be called whatever you like but it needs to be defined in the Forest.xml file.

File

Description

LevelData\Environment.xml

Environment variables defined in the Environment Panel in the RollupBar are stored here.

LevelData\GameTokens.xml

GameToken libraries created inside this level are stored here.

LevelData\Heightmap.dat

Terrain Heightmap data used by the Engine.

LevelData\Objectives.xml

Mission objective information.

LevelData\TerrainTexture.xml

Terrain texture tile data is stored here.

LevelData\TimeOfDay.xml

Variables defined through the Time of Day tool are stored in this file.

LevelData\VegetationMap.dat

Vegetation data used by the Engine.

auto_resourcelist.txt

DEPRECATED - See here for more information: Auto Resource List Files.

auto_resources_sequence.txt

DEPRECATED - See here for more information: Creating LevelCache Files.

filelist.xml

Stores information (MD5 and size) about critical files. Done during "Export to Engine" process.

Forest.cry

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It can be opened with an archive program (such as WinRAR or 7zip) and contains several files which contain information/data for the level.Forest.xml

This script file contains information for use in the Launcher. It defines the loading screen, mini-map display information, loading description text and game rules for the level.

level.cfg

Each level can have its own individual configuration file that is only loaded when loading that level. If you wish to run certain CVars for a single level use this file. NB: This is not used/shipped in Woodland but still can be used in any level.

level.pak

The level.pak file houses lots of information about your level that is used by the Launcher. This file is (re)generated when you "Export to Engine" in Sandbox.

LoadingForest.dds

This file is the loading screen for use in the Launcher. The file can be called whatever you like but it needs to be defined in the Forest.xml file.

MinimapForest.dds

Sandbox

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tags.xmltxt

When you create camera locations in Sandbox (CTRL + F1-F12) these locations are stored inside this file and can be called (SHIFT + F1-F12) to relocate the camera.
This file is updated along with any changes when you save the level.

tags.json

An additional copy of the tags.txt file but in .json format.

terraintexture.pak

Tiled terrain texture data that is stored when you Generate Surface Textures inside Sandbox.

timedemo.tmd

See here for more information: Recording Time Demos.

Woodland.cry

This is a container file which is used by Sandbox. Changes to this file do not effect pure-game.
It can be opened with an archive program (such as WinRAR or 7zip) and contains several files which contain information/data for the level.

Woodland.xml

This script file contains information for use in the Launcher. It defines the loading screen, mini-map display information, loading description text and game rules for the level.

woodland.dds

Minimap file that is generated from Sandbox to give a birds-eye view of the level. The file can be called whatever you like but it needs to be defined in the Woodland.xml file.

<texturename>.dds

This file is the loading screen for use in the Launcher. The file can be called whatever you like but it needs to be defined in the Woodland.xml file and the UI configured to use it. This is not currently used in the GameSDK package.

Layers

When you create Layers inside Sandbox, a "Layers" sub-folder is created in your level folder. Each layer gets its own .lyr file which allows for collaborative editing. If a layer inside Sandbox has sub-layers within it, another sub-folder is created.

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These .bak files are exactly the same as the .cry file, only with renamed extensions. If you wish to use or restore from a backup file, there's two ways in which you can do this (using Forest as an example):

  1. Rename the ForestWoodland.bak file to ForestWoodland.cry. When prompted about changing the extension, select 'Yes'.
  2. Open the ForestWoodland.bak file in Sandbox (you'll need to view "All Files") then "Save As" the ForestWoodland.cry file.