File Formats - HeicoDev/FBOneTools GitHub Wiki

Here you can find a list of all Frostbite 1 file formats and what we know about them.

Archives

  • .fbrb - Main archives - Contains most assets of the game - Can be extracted/archived with (fbrb.pyw included in) BFBC2 Toolkit

  • .zz - Seems like a simple zip or rar file - Contains Lua scripts - Can be extracted and archived with any file archiver like 7-Zip or WinRar

  • .swfmovie - EA's BIGF archive format - Related to HUD & UI - Can be extracted with (swfmovie.pyw included in) BFBC2 Toolkit (only for research yet)

Text/Scripts

  • .dbx - Xml files - Can be converted back and forth with (dbx.pyw included in) BFBC2 Toolkit

  • .dbmanifest - Simple xml files - Can be edited with any text editor or BFBC2 Toolkit

  • .lua & .cfg - Lua scripts - Can be edited with any text editor

  • .mft - Simple text files - Can be edited with any text editor

  • bundleManifest - Simple text files - Can be edited with any text editor or BFBC2 Toolkit

Textures

  • .itexture, .ps3texture & .xenontexture - Basically just .dds files (with some exceptions*) - Can be previewed & converted with BFBC2 Toolkit.

*Especially some console textures are often swizzled/tiled.

Models

  • .meshdata - Clearly models - No additional info available

Animations

  • .grannyanimation - Should be the actual animations - No additional info available

Audio

Videos

  • .binkmemory - Bink video files - Just renaming to .bik and back to .binkmemory is enough to convert them - Supported by BFBC2 Toolkit

  • .res - Could be the loose Bink video files found in "Output" folder - You must remove RES header before renaming to .bik

Terrain

  • .terrainheightfield - Basically just RAW heightmaps - Frostbite 1 heightmaps store additional info at the bottom of the file (maybe for LOD and/or occlusion culling?) - Partially supported by BFBC2 Toolkit

  • .terrainmaterialmap - Defines the materials that are used for the terrain

  • .visualterrain - Defines where the materials are applied to the terrain

  • .watermesh - As the name suggests already, it's the mesh of the water and is responsible for collision, physics and stuff - Can be ported from console to PC with BFBC2 File Porter

  • .visualwater - This file is responsible for the rendering of the water - Can be ported from console to PC with BFBC2 File Porter - requires manual editing of assigned materials to make it fully work

  • .terrain - Just an empty file(?)

Other

  • .pathdatadefinition & .hpd - Path data/NavMesh for the AI - No additional info available - Mostly found in "Output" folder

  • .bin - Should be localization files

  • .res - Can be different file types (mostly video files for BFBC2 PC version and mostly audio files for X360 version), see header of the file to identify

  • .resdeleted & .dbxdeleted - tells the game to unload unnecessary assets from the previously loaded .fbrb archive - Can be mostly ignored, but should not be deleted or the game will end up using more RAM because the same files will be loaded several times

Unknown File Types

  • .apt, .const & .geo - No info available - Can be found in .swfmovie files

.deltaanimation, .aimanimation, .animtreeinfo, .ragdollresource, .skinnedmeshset, .treemeshset, .rigidmeshset, .compositemeshset, .occludermesh, .havokphysicsdata, .irradiancevolume, .grannymodel, .weathersystem, .dx10pixelshader, .dx10vertexshader, .dx9shaderdatabase, .dx9vertexshader, .dx9pixelshader, .dx11shaderdatabase, .dx11pixelshader, .dx11vertexshader, .dx10shaderdatabase, .xenonpixelshader, .xenonvertexshader, .ps3pixelshader, .ps3vertexshader, .impulseresponse