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Glossary

Term Meaning
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.