====== 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.