Formats
File syntax, registration, record layout, and binary data.
Syntax
Text syntax shared by configuration and data files.
INI syntaxDefines the section, key, value, and comment syntax accepted by the OpenTS INI parser.
Configuration file
Named configuration files and the sections they load.
KEYBOARD.INIMaps registered command names to integer keyboard identifiers.
Map seed filesStores random-map generator inputs in a `[RandomMap]` section.
Scenario object recordsDefines the vehicles, infantry, aircraft, structures, and trigger ownership loaded with a scenario.
Scenario terrain dataStores a scenario's terrain cells in the Base64-encoded IsoMapPack sections.
SOUND.INIRegisters sound IDs and maps each ID to an AUD sample with priority and volume settings.
Theater control filesDefines theater-wide tile-set indices and the properties of each tile set.
THEME.INIRegisters music theme IDs and their playlist metadata.
Registry
Lists that register IDs and their definition sections.
Rules registration listsRegisters named rules types and Side membership from rules-layer lists.
Team typesRegisters team definitions that link an owner, TaskForce, Script, waypoint, and behavior flags.
Record
Comma-separated records with positional fields.
AI triggersDefines weighted conditions that create one or two TeamTypes for an AI house.
Crate powerupsSets each crate type's share of the crate draw, the animation it plays, and the figure its effect uses.
ScriptsRegisters ordered team-mission lists containing up to fifty mission and argument pairs.
Task forcesRegisters reusable team compositions containing up to six infantry, vehicle, or aircraft entries.
Binary format
Binary assets and persistence files consumed by OpenTS.
AUD audioStores sound effects, speech, and music consumed by the OpenTS audio layer.
MIX archivesStores named game files in CRC-indexed archive members.
Save gamesStores versioned OpenTS game state in `.SAV` compound-document files.
SHP imagesStores indexed two-dimensional image frames used by sprites and interface graphics.
VQA videoStores the full-motion video the engine plays full screen and in the radar pane.
VXL and HVA modelsDraws an object from a voxel model whose layers are placed by a companion motion file.