| Alchemy |
The game engine used by the trilogy. Its data files are what the archive editor reads and writes. |
Archive, .pak |
A container file holding the files of a level, a mod or a set of assets. Each level of the game is one archive in the game’s archives/ folder. Custom levels and mods are archives too. |
.igz |
An Alchemy file inside an archive, containing objects such as entities, crates, cameras, materials or sounds. |
.hkx, Havok |
Havok physics files, used for collisions and animations. |
| Custom level |
A level saved as its own archive, played through Play Custom Level without changing the game files. |
| Mod |
An archive applied to the game files with the Mod Manager. |
| Custom hub, modpack |
A hub is a level acting as a warp room with entrances to other custom levels. A modpack is a hub plus its levels. |
| Entity |
Any object placed in a level: CEntity, CGameEntity, CPhysicalEntity, CActor and others. |
| Component |
A piece of behaviour or data attached to an entity: model, collisions, animations, sounds, spline, trigger volume. |
| Static model |
An entity that is part of the level geometry, with optional baked-in collisions. |
| Spawner and template |
A spawner is an entity that spawns a hidden template entity at its position. The template holds the actual properties. |
| Prefab |
A group of child objects shared by every instance of the prefab. |
| Script trigger |
An invisible box (CScriptTriggerEntity) that spawns or activates other objects when the player enters it. |
| Trigger volume |
A component (CTriggerVolumeBox) that gives its own entity a triggering box. |
| Dynamic clip |
An invisible box (CDynamicClipEntity) that collides with the player or enemies. |
| Visual data box |
A box that overrides the lighting settings inside its bounds. |
| Camera box |
A zone that switches to another camera. |
| Spline |
A path of positions and rotations followed by cameras, enemies and platforms. |
| Death plane, kill plane |
The height below which the player dies, set in the WorldInstance object. |
| Camera layer |
A category of objects that can be shown or hidden in the scene view. |
| Object Library |
The searchable list of every object of the game, with previews. |
| NST |
Crash Bandicoot N. Sane Trilogy. |
| CTR:NF |
Crash Team Racing Nitro-Fueled, whose PS4 archives the editor can open. |
| C1, C2, C3 |
Crash Bandicoot 1, 2 and 3, the three games of the trilogy. Level archives are named accordingly, for example L101_NSanityBeach for the first level of Crash 1. |