dead_name Posted January 24, 2013 Share Posted January 24, 2013 I've finally started documenting the structure that all **B files follow. My documentation is available HERE. As of 24/01/2013 it covers basic datatypes and decompression. A list of file formats and what they do (used in my LR1 Binary Editor): ADB - Skeletal Animation BDB - ? BVB - Collision Mesh CCB - NPC Car List CDB - Cutscene CEB - Cutscene events CMB - ? CPB - Checkpoint Layout CRB - Circuit Listing DDB - NPC Driver List EMB - ? EVB - Event Script?FDB - ? GCB - ? GDB - 3D Model GHB - Time-Trial Ghost Path HZB - Hazard Script? IDB - 2D Image List LEB - ? LSB - Loading Screen Layout MAB - Material Animations MDB - Material List MIB - Menu Interface Layout MSB - ? PCB - ? PWB - Powerup Layout RAB - Track header RCB - Race Listing RRB - NPC Path SDB - Skeleton Structure SKB - Skybox Gradient SPB - Start Positions TDB - Texture List TGB - ? TIB - ? TMB - ? TRB - ? WDB - 3D Scene LUModder, LimeKiller, Cyrem and 10 others 13 Link to comment Share on other sites More sharing options...
alan Posted February 4, 2013 Share Posted February 4, 2013 Nice work on that I would say FDB is something about the fonts ... Link to comment Share on other sites More sharing options...
RobExplorien Posted February 6, 2013 Share Posted February 6, 2013 Maybe I missed something out, but how come that I don't see .LRS and/or .SBK listed? (or are those files not relevant for this topic?) EDIT: Excuse me, forgot about the subject of this topic Link to comment Share on other sites More sharing options...
Cyrem Posted February 6, 2013 Share Posted February 6, 2013 Maybe I missed something out, but how come that I don't see .LRS listed? It's not an LR Binary file. Link to comment Share on other sites More sharing options...
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