📝 Game Formats#

Warning

Formats specifications are based on reverse-engineering and may contain inaccuracies.

🧊 Model Formats#

.mcsa Scene Assets (MCSA.bt)#

Configuration: Flags, Scales.
Geometry: Name, Material, Vertex positions, UV1, UV2, Normals, Tangents, Polygons.
Optional: Skeleton bones, Animation clips, Blend shapes.

.mcsb Scene Bundle (MCSA.bt)#

Same structure as .mcsa with leading bytes prefix (?).

.mcvd Vector Dynamic (MCSA.bt)#

Identical to .mcsa.
Used for low-poly geometry with animations (?).

.mcal Animation Library (MCAL.bt)#

Character animation clips.
Used for retargeting animations between compatible armatures.

.efkmodel Effekseer Model (EFKMODEL.bt)#

Geometry: Vertex positions, Normals, UV1, Polygons.

🧱 Texture Formats#

.ol Object Layer (OL.bt)#

Standard .dds (DirectDraw Surface) with simplified structure.
Mipmaps compressed with LZ4.
Some normal map textures are inverted.
Texture Suffix Conventions#

Suffix

Map

Type

Purpose

_diff

Diffuse

Base Color

Raw surface color without lighting or reflections.

_spek

Specular

Reflectivity Control

Intensity and sharpness of highlights.

_nrm

Normal

Surface Detail

Simulates bumps and dents without changing geometry.

_emi

Emission

Self Illumination

Makes parts glow or emit light independently.

🖼️ Image Formats#

.mic Media Image Container#

Standard .png (Portable Network Graphics) with modified file signature.
Previously used for game GUI.

🗃️ TextureArray Formats#

.texarr Texture Array (TEXARR.bt)#

Container for .dds textures.
Textures referenced as group:path (e.g., probuilder:general/generic).

🗺 Region Formats#

.mdat World Chunks Cache#

Based on .mca (Minecraft Chunks Anvil) with extended world data.
Terrain chunks with blocks, metadata, lighting arrays and extra data.
Chunk data compressed with ZSTD.
Format is not fully documented.

⚙️ NBT Formats#

NBT (Named Binary Tag) format, viewable with tools like NBT Explorer.
In game assets used GZIP or ZSTD compression.

Assets#

Filename

Compression

Purpose

stalker/itemnames.dat

GZIP

Quest item descriptions.

Configs#

Filename

Compression

Purpose

Keys (examples)

prefs

ZSTD

UI read state cache.

seenArticleLinks[], seenExperiences[], hasSeen*

Per-Character Configs#

Located in /config/%CharacterName%/.
Files prefixed with sd (Synced Data) contain synchronized player state cached locally.

Filename

Compression

Purpose

Keys (examples)

common

ZSTD

General settings and UI states.

trashedItems[], caseLastOpenCount[], complaintsData{...}, seenFrontlineIntros

sd0

ZSTD

Incoming friend requests.

requests[]

sd1

ZSTD

Recent interactions (last 200 players).

interacts[{allianceId, type, username}]

sd2

ZSTD

Notifications history (last 100 popups).

notifications[{isRead, receivedMoment, notification{...}}]

sd3

ZSTD

Donate shop view history.

observedOffers[]

sd4

ZSTD

Profile customization UI state.

lastSeenBackgroundsVersion, lastSeenPatternsVersion, lastSeenStickersVersion, lastSeenTagsVersion

Config Formats#

Filename

Format

Purpose

display

Text

Selected display ID.

keybindings

JSON

Keyboard control mappings.

options.json

JSON

Game settings (graphics, audio, gameplay).

quests.json

JSON

Quest visibility toggles.

waypoints.cfg

JSON

Custom map markers.

Other Formats#

.xeon Encrypted Object Notation#

Sensitive client data bundle. AES Encrypted.
Mirrors the assets folder structure.

.mcws World Slice#

Chunk of a safezone. AES Encrypted.
Exact purpose is unknown.

Launcher Formats#

.map Hash Mappings (HASHMAP.bt)#

Hash Mapping (SHA-1) for game files.
Used by launcher to verify game assets integrity.

.torrent.bin Torrent Binary (TORRENT.bt)#

Modified .torrent (Torrent) file.
Used by launcher for content delivery.
Trackers block unauthorized access (token required).