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Radoub Formats ARE

LordOfMyatar edited this page May 24, 2026 · 3 revisions

ARE Format

ARE files store static area properties and tile layout using the GFF format.


Overview

ARE (Area) files define static area properties — tileset, lighting, weather, scripts, and tile layout. Each area in a module consists of three files with the same name: .are (properties), .git (instances), .gic (toolset comments). Radoub.Formats provides a typed reader/writer for ARE properties and tile data.

Note: ARE covers area properties only. Game object instances (creatures, doors, placeables) live in .git files, which are handled separately by the GIT reader.


Structure

flowchart TB
    ARE[ARE File] --> Identity[Identity]
    ARE --> Dimensions[Dimensions]
    ARE --> Lighting[Lighting]
    ARE --> Weather[Weather]
    ARE --> Flags[Flags / Settings]
    ARE --> Scripts[Scripts]
    ARE --> Tiles[Tile_List]
    Identity --> Name[ResRef, Tag, Name, Comments]
    Dimensions --> Size[Width, Height, TileSet]
    Lighting --> Sun[Sun Colors, Fog, Shadows]
    Lighting --> Moon[Moon Colors, Fog, Shadows]
    Weather --> Chance[Rain, Snow, Lightning, Wind]
    Flags --> Terrain[Interior/Underground/Natural]
    Tiles --> TileN[AreaTile × Width×Height]
Loading

Identity fields

Property Type Description
ResRef string Area filename (max 16 chars)
Tag string Area tag for scripting
Name CExoLocString Area name (localized)
Comments string Designer comments

Dimensions

Property Type Description
Width int Tiles in X direction (west-east)
Height int Tiles in Y direction (north-south)
TileSet string ResRef of .SET tileset file

Lighting

Property Type Description
DayNightCycle byte 1=cycle enabled, 0=fixed
IsNight byte 1=always night (when cycle=0)
LightingScheme byte Index into environment.2da
SunAmbientColor uint Day ambient (BGR format)
SunDiffuseColor uint Day diffuse (BGR format)
SunShadows byte 1=day shadows
SunFogAmount byte Day fog (0-15)
SunFogColor uint Day fog color (BGR)
MoonAmbientColor uint Night ambient (BGR)
MoonDiffuseColor uint Night diffuse (BGR)
MoonShadows byte 1=night shadows
MoonFogAmount byte Night fog (0-15)
MoonFogColor uint Night fog color (BGR)
ShadowOpacity byte Shadow opacity (0-100)

Weather

Property Type Description
ChanceLightning int Percent chance (0-100)
ChanceRain int Percent chance (0-100)
ChanceSnow int Percent chance (0-100)
WindPower int 0=none, 1=weak, 2=strong

Flags and settings

Property Type Description
Flags uint Bit flags: 0x1=interior, 0x2=underground, 0x4=natural
LoadScreenID ushort Index into loadscreens.2da
NoRest byte 1=resting disabled
PlayerVsPlayer byte Index into pvpsettings.2da
SkyBox byte Index into skyboxes.2da (0=none)
ModListenCheck int Listen skill modifier
ModSpotCheck int Spot skill modifier

Script fields

Property Type Description
OnEnter string Area enter event
OnExit string Area exit event
OnHeartbeat string Heartbeat event
OnUserDefined string User-defined event

Tile list

Tile_List contains Width × Height AreaTile entries. Tile at index i is at grid position (i % Width, i / Width).

Property Type Description
Tile_ID int Index into tileset tile list
Tile_Orientation int 0=normal, 1/2/3=90°/180°/270° CCW
Tile_Height int Height transition level
Tile_MainLight1 byte lightcolor.2da index (0=off)
Tile_MainLight2 byte lightcolor.2da index (0=off)
Tile_SrcLight1 byte Source light (0=off, 1-15=on)
Tile_SrcLight2 byte Source light (0=off, 1-15=on)
Tile_AnimLoop1 int Animation toggle (0/1)
Tile_AnimLoop2 int Animation toggle (0/1)
Tile_AnimLoop3 int Animation toggle (0/1)

API

// Read
var are = AreReader.Read("area001.are");
var are = AreReader.Read(byteArray);

// Write
AreWriter.Write(are, "area001.are");
byte[] bytes = AreWriter.Write(are);

// Tile coordinates
int x = i % are.Width;
int y = i / are.Width;

Search

ARE uses GenericGffSearchProvider (fallback). A dedicated AreSearchProvider is planned.


Related files

Extension Format Purpose
.are ARE Static area properties (this format)
.git GIT Game instances (creatures, doors, placeables)
.gic GIC Toolset comments (game ignores)

2DA references

2DA File Field Purpose
environment.2da LightingScheme Lighting presets
loadscreens.2da LoadScreenID Loading screen
skyboxes.2da SkyBox Sky appearance
pvpsettings.2da PlayerVsPlayer PvP rules
lightcolor.2da Tile_MainLight* Tile light colors

BioWare spec

See Bioware-Legacy-AreaFile_Format Section 2 (ARE Format).


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