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This wiki contains some (unofficial) documentation for the binary map format of ETS2 and ATS, using the output of the editor console command edit_save_text as a guideline.
Nothing in this wiki is guaranteed to be 100% accurate; I'm just piecing things together as I go.
Updated for map format version 900 (game version 1.48.5/1.49).
The root of a map is the .mbd file (mapname).mbd. It defines various global settings such as the scale of the map.
The content of a map is divided into a grid of individual sectors with a size of 4000×4000 units (1 unit = 1 meter). They are stored in a subdirectory with the same name as the .mbd file.
Each sector consists of four to six files:
- the .base, .aux and .snd files, which contain the items and nodes of the sector. The structure of all three files is identical; the only difference is which item types they contain.
- the .data file, which contains the cosmetic stuff for Road and Prefab items specifically.
- the .desc file, which describes the sector itself.
- the .layer file, which stores editor layers.
The .snd and .layer files are optional.
Strings in this format are UTF8 Pascal strings with a uint64 length prefix (you know, in case someone needs a sign with more than four billion characters on it one day).
A token is an 8-byte type which encodes a string of up to 12 characters from a limited character set. It's used as an identifier throughout the Prism engine.
The other data types should be self-explanatory.
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.base/.aux/.snd
- Animated Model
- Bezier Patch
- Buildings
- Bus Stop
- Camera Path
- Camera Point
- City
- Company
- Compound
- Curve
- Cut Plane
- Cutscene
- Environment Area
- Far Model
- Ferry
- Fuel Pump
- Garage
- Gate
- Hinge
- Hookup
- Map Area
- Map Overlay
- Model
- Mover
- Parking
- Prefab
- Road
- Service
- Sign
- Sound
- Terrain
- Traffic Area
- Trajectory
- Trigger
- Visibility Area
- Walker