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assets [2018-12-15 22:08] skyjake [Guidelines] |
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. | ||
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- | ===== 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]]. | ||
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- | ===== Guidelines ===== | ||
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- | * [[modding:Resource packaging guidelines]]. | ||
===== 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. |