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assets [2017-03-21 08:04]
skyjake [Implementation status (1.15 →)]
assets [2019-11-26 08:08] (current)
skyjake
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 Before you start working with assets, you should have a good understanding of how [[fs:​packages]] work in Doomsday 2. Before you start working with assets, you should have a good understanding of how [[fs:​packages]] work in Doomsday 2.
- 
-===== 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]]. 
  
 ===== Assets by type ===== ===== Assets by type =====
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 | ''​texture.particle.*''​| [[assets:​texture:​particle|Particle image]] | | ''​texture.particle.*''​| [[assets:​texture:​particle|Particle image]] |
 | ''​texture.reflect.*''​| [[assets:​texture:​reflect|Reflection cube map]] | | ''​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 ===== ===== Other resources =====
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 The asset system was first introduced in [[version:​1.15]]. It was only used for the GL2 model renderer. The asset system was first introduced in [[version:​1.15]]. It was only used for the GL2 model renderer.
  
-In [[version:​2.0]], ​assets ​were added for particle texture images and 3D model reflection cube maps.+In [[version:​2.0]], ​new asset types were added for particle texture images and 3D model reflection cube maps.
assets.1490076289.txt.gz · Last modified: 2017-03-21 08:04 by skyjake