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Asset types and support
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.
| Format | Purpose and starting point |
|---|---|
.actor | Actor definition, roots, components and references. Actor editors |
.config | Configuration properties and references. Configurations |
.conduit | Events, filters and responses. Conduits |
.nodegraph | Native nodegraph. Graphs |
.zone | Scene, actors, collision and zone logic. Zones |
.level | World regions, loading and zone relationships. Levels |
.model | Geometry, looks, skeleton and model preview. Asset editors |
.material, .materialgraph | Native material and shader graph data. Materials |
.texture | Native texture spans and mip inspection. Textures |
.animclip, .animset | Animation clips, events, sets and drivers. Animation |
.atmosphere | Environment and rendering settings. Atmosphere |
.save | Search and remove supported save entries. Save files |
.lttexture | Editable texture recipe, built into native texture spans. Texture creation |
.ltsurface | Editable material surface graph. Materials |
.ltmaterial | Reusable material instance. Materials |
.ltcinematic | Editable 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.
