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Asset types and support ​

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Luna Tools registers the following formats. Registration means the application recognizes the format; the exact editing and rebuilding operations depend on the asset’s layout, editor, installed resources and version. Inspect the editor’s validation messages and retain an original.

FormatPurpose and starting point
.actorActor definition, roots, components and references. Actor editors
.configConfiguration properties and references. Configurations
.conduitEvents, filters and responses. Conduits
.nodegraphNative nodegraph. Graphs
.zoneScene, actors, collision and zone logic. Zones
.levelWorld regions, loading and zone relationships. Levels
.modelGeometry, looks, skeleton and model preview. Asset editors
.material, .materialgraphNative material and shader graph data. Materials
.textureNative texture spans and mip inspection. Textures
.animclip, .animsetAnimation clips, events, sets and drivers. Animation
.atmosphereEnvironment and rendering settings. Atmosphere
.saveSearch and remove supported save entries. Save files
.lttextureEditable texture recipe, built into native texture spans. Texture creation
.ltsurfaceEditable material surface graph. Materials
.ltmaterialReusable material instance. Materials
.ltcinematicEditable cinematic sequence, exported to native output. Cinematics

JSON can represent decoded asset data and is not itself proof that arbitrary JSON can be compiled into any asset. Audio import produces staged soundbanks and event lookup data; see Audio. A .stage is a mod package, not one of the asset editors above.

Luna Tools Documentation