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assets [2018-12-16 09:21]
skyjake [Implementation status (1.15 →)]
assets [2019-11-26 08:08]
skyjake
Line 1: Line 1:
 +====== Assets ======
  
 +Doomsday 2 manages resources as [[assets]]. In practice, an asset is comprised of [[Doomsday Script]] and a set of associated files inside a [[fs:​package]].
 +
 +Before you start working with assets, you should have a good understanding of how [[fs:​packages]] work in Doomsday 2.
 +
 +===== Assets by type =====
 +
 +^ Identifier ^ Name |
 +| ''​model.thing.*''​| [[assets:​model|3D model for a thing (skeletal animation)]] |
 +| ''​model.weapon.*''​| [[assets:​model|3D model for a player weapon (skeletal animation)]] |
 +| ''​texture.particle.*''​| [[assets:​texture:​particle|Particle image]] |
 +| ''​texture.reflect.*''​| [[assets:​texture:​reflect|Reflection cube map]] |
 +
 +===== Common characteristics =====
 +
 +  *  **Relative file paths.** When an asset refers to a file, the path is relative to the [[modding:​ScriptedInfo]] file where the path is specified.
 +  *  [[assets:​Low-level image filtering]]
 +
 +===== Guidelines =====
 +
 +  * [[modding:​Resource packaging guidelines]]
 +
 +===== Other resources =====
 +
 +  ; [[assets:​shader]]
 +  : OpenGL shader program
 +
 +===== Implementation status (1.15 →) =====
 +
 +The asset system was first introduced in [[version:​1.15]]. It was only used for the GL2 model renderer.
 +
 +In [[version:​2.0]],​ new asset types were added for particle texture images and 3D model reflection cube maps.
assets.txt · Last modified: 2019-11-26 08:08 by skyjake