EngineX DataBase (*.edb) files are the binary, general-purpose workhorse container format used in Eurocom's EngineX titles. They are created by exporting an .ELF from the EuroLand editor. Every file has an unique hashcode that needs to be referenced in the Filelist descriptor for the game to find the path and load it.

Characters are usually self-contained into a single file, while levels are prefixed by area and are generally split into the main file, an IO_*.edb file for trigger objects and sometimes a CS_*.edb for cutscenes. In the original Eurocom release all these assets were bundled into uncompressed Filelist archives.

Contents Edit

A non-exhaustive list of things you can find inside:

  • BSP maps
    • Submaps
      • Trigger instances
        • Gamescript events
      • AI navigation paths
  • Entities (3D models, often with several LOD meshes)
  • Entity trees (when the model is a composite or too big/complicated)
    • 3D geometry (in nested entities)
  • Textures (Generally S3TC-compressed)
    • Texture regions (mainly for button prompts stored into a single UV atlas)
    • Material properties (like sound or texture flags)
  • Animations (skinned animations with morph targets and complex blending rules)
    • Animation skins
    • Animation datums
    • Animation modes
    • Animation sets
  • Scripts (event-driven timelines that contain animations/particle effects/actors/camera movements, like cutscenes)
    • HUD and GUI elements (internally called HudScripts, the title screen and pause menus are built using script events, while the memory card and the inventory screens, as well as the in-game HUD are hardcoded in behavior to use certain entity/mesh elements by hashcode)
  • Particle effects (it supports textured billboard rectangles or custom 3D meshes)
  • Swooshes (camera-facing speed trail effects used for demonic red eyes or sword hits)
  • Spreadsheets (loaded from a referenced Excel spreadsheet on export)
    • Text spreadsheets (different sections per language)
      • Localized text strings
    • Data spreadsheets (where the data structure is fixed but the data itself is configurable)
      • Level data descriptors
      • Inventory items
        • Ability Items
        • Quest Items
        • Weapon Items
      • Shop prices
      • Context actions
      • Monster tweaks (stats and monster abilities)
      • Surface types
      • ...
  • Bitmap fonts (Internally bound to a texture; this look-up table stores Unicode codepoints and its UV rects and glyph metrics)
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