This section describes the extensions that are found in the game files and the SDK.
Extension Description
*.log Event log. It contains records of program start, operation and termination
*.pdb
*.scop Save file
*.scoc Save file
*.xrdemo Recording camera flyover (demo). Created in the game with a console command .
*.ogm The video format used by the game engine.
*.ogg The sound format used by the game engine.
Extension Description
*.ltx Configuration file, custom ini-like format
*.script Game script
*.xml Carry in text format data related to in-game text, UI element placement, and characters and information within the game world
*.seq Text file containing a description of the frame sequence in the 2D animation
Extension Description
*.efd Table of AI heuristic parameters, contains constants for fine-tuning A-Life. They are used as input parameters in scripts
Extension Description
*.bump Normal map in A(BGR) format
*.bump# File that fixes DXT compression errors in *_bump.dds
*.dds Graphic file used by DirectX to store textures
*_detail_map.dds Same as a regular *.dds texture, needed as an extra map in a *.thm
*.tga A bitmap graphics format with support for color depth of 1-32 bits per pixel, alpha channels, and RLE compression. Used as a source format.
*.thm They are used to set the parameters of textures - bump, detail, and more.
Extension Description
*.cs Compute shader
*.gs Geometry shader
*.ds Domain shader
*.hs Hull shader
*.vs Vertex shader
*.ps Pixel shader
*.s Script shader. LUA version of engine blenders
Extension Description
*.ppe Postprocess file format. Color-noise effects of the actor’s screen
Extension Description
*.dm Effect of a dynamic weather environment (e.g., rain or lightning)
*.object These files are intended for the X-Ray SDK to store 3D content in its original, uncompressed, lossless form. They are source files that store information before compilation into other game compressed formats.
*.ogf Compiled object
*.bones Skeleton bone data files
bone_parts .*Bone part description file for an object/NPC
*.group Object groups
Extension Description
*.anm A set of coordinates, which works as an animation of the actor’s camera movement. It is also used for anomalies, which need to be given a path.
*.skl Skeletal animation
*.skls Skeletal animations(.skl) in a container
*.omf A specialized S.T.A.L.K.E.R. game format containing animations. This is a separate dedicated file used in conjunction with *.ogf models. Was created in order to optimize process when some different models use the same list of animations.
Extension Description
*.db archive of game resources. Used in late builds and the final version of the game, has several options (db.“number”, db.“letter”).
*.xr resource library. Contains resources such as particles, Engine Shaders, Compile Shaders . in a packed format.
Extension Description
*.err Contains information about geometry errors during level compilation
level File with general information about the game location (light sources, object names, texture and shader names, sectors and portals). Created during compilation
*.prj Level precompilation file
*.ai AI location grid. Created during compilation
*.cform Geometry for calculating collisions. Calculated by the level compiler. Contains a solid map structure. All tangible objects with materials live here. Because of this, the game knows with what sound and property objects should react when they are hit by bullets or walked on
*.details Detail Objects (grass, cigarette butts, construction debris) on the level. Created through LevelEditor SDK at compile time.
*.env_mod local environment modifiers (environment), set areas on the location with lighting different from the main weather cycle.
*.fog_vol Volumetric fog
*.game Coordinates of the player’s spawn in the multiplayer game. Outdated file.
*.geom Contains vertices (position, normals, texture coordinates, etc.), indices, and information for smooth geometry detail.
*.geomx It contains only geometry. In the renderer it is used in the shadow rendering passes, due to the fact that there is less information - loading data into the buffers - faster.
*.gtc Cross table of correspondence between the location graph and the AI grid. Created during compilation
*.hom Mapping of hierarchical cutoffs
*.level List of SDK scene objects
*.lights Light sources for xrLC
*.ps_static Particle systems. Flies, steam from pipes, etc.
*.graph Global graph of AI navigation. Used, among other things, for moving AI objects outside the active level.
*.spawn A file storing spawn data.
*.snd_env Volumetric sound sources.
*.snd_static Static point sources of sound. Sound of flies, etc.
*.som Geometry for calculating sound propagation.
*.wallmarks Decals. Bloodstains, faction emblems on walls, etc. Used for the compiled level.
*.part Scene objects