Custom Asset Importing: Difference between revisions

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=== Built in Importers ===
=== Built in Importers ===
There are several built in importers to load up your assets. Most of them are pretty self explanatory!
{| class="wikitable"
{| class="wikitable"
|+
|+
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!Properties
!Properties
|-
|-
|SimpleModel
|GLTFScene
|Imports a GLTF file as a GameObject. Ideal for weapons, items, simple objects.  
|Imports a GLTF file as a GameObject. Ideal for weapons, items, simple objects.  
You can define a built in material to use, and it will automatically apply said material + hook up included textures.
You can define a built in material to use, and it will automatically apply said material + hook up included textures.
|simple_model
|gltf_scene
|path: the path to the gltf file
|path: the path to the gltf file
shader: (optional) the shader id to import.
|-
|-
|Texture
|Texture
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|}


=== Custom Importers ===
==== GLTFScene ====
Mods can define their own importers. Perhaps you built a tool that can easily create item data assets from a json file. You can register your own importer to read this file, and then you can easily import them as assets! Other mods can also rely on other's importers.
A GLTF scene / model importer. Will import the GLTF object as a gameobject.


Note an Importer doesn't need to only import a single path (this is why 'path' is a property). Perhaps a single importer takes in a model_path and a data_path, for example.
Supports material applying using ModMaterialResolver.


TODO
Built on the [https://docs.unity3d.com/Packages/[email protected]/manual/index.html GLTFFast] library.
 
<u>Properties</u>
{| class="wikitable"
|+
!Property
!Required
!Default
!Description
|-
|path
|YES
| -
|The path to the gltf / glb file
|-
|shader
|NO
|"Ardenfall/SimpleDiffuse"
|Defines the shader to be imported.
Only a single shader per scene is supported at the moment.
 
See Common Shaders for a list of shaders to try out.
 
If you leave it blank, will not import any materials.
|}
 
=== Common Shaders ===
 
==== SimpleDiffuse ====
''"Ardenfall/Simple Diffuse"''
 
The most common shader used in Ardenfall. An opaque shader that supports:
 
- Texture, Color, Cullmode, Cutoff
 
- Specularity, Fake Specularity
 
- Emission Texture, Emission Color, Emission Fading, Time of Day Emission
 
- Pivot Rotation Animation
 
- Vertex Wind Animation
 
- Fresnel
 
- Triplaner Texture
 
'''SimpleDiffuse Transparent'''
 
''"Ardenfall/Simple Diffuse Transparent"''
 
A version of the Simple Diffuse shader that is transparent.
 
'''EnchantableItem'''
 
''"Ardenfall/Enchantable Item Diffuse"''
 
The shader used for items that have enchanted glows. (Weapons)
 
==== CharacterSkin ====
''"Ardenfall/Avatar/Character Skin"''
 
The shader used for characters (humanoid skin, monsters bodies).
 
'''CharacterClothing'''
 
''"Ardenfall/Avatar/Character Clothing"''
 
The shader used for character clothing/armor.


=== Example: A Custom Weapon ===
=== Example: A Custom Weapon ===
TODO
TODO

Latest revision as of 13:38, 23 May 2026

At some point you may want to import a new model, texture, sound, etc.

This can be done one of two ways - manually via scripting, or by using the built in mod asset importer feature. I suggest the latter, unless you want to do something funky.

Asset Manifest

Every mod can have an asset manifest file defined. This lists out all assets you want to import.

Create a file called manifest.txt in your mod directory.

Example Asset Manifest

{
  "assets": [
    {
      "assetId": "testmod.dog",
      "type": "texture",
      "properties": [
        {
          "name": "path",
          "value": "Assets/dog.png"
        }
      ]
    }
  ]
}

Built in Importers

There are several built in importers to load up your assets. Most of them are pretty self explanatory!

Name Description ID Properties
GLTFScene Imports a GLTF file as a GameObject. Ideal for weapons, items, simple objects.

You can define a built in material to use, and it will automatically apply said material + hook up included textures.

gltf_scene path: the path to the gltf file

shader: (optional) the shader id to import.

Texture Imports a .png or .jpeg as a Texture2D texture path: the path to the image file
AudioClip Imports a .mp3, .wav, or .ogg as an ArdenAudioClip audio_clip path: the path to the audio file
AssetBundle Imports a unity asset bundle. asset_bundle path: the path to the asset bundle file

GLTFScene

A GLTF scene / model importer. Will import the GLTF object as a gameobject.

Supports material applying using ModMaterialResolver.

Built on the GLTFFast library.

Properties

Property Required Default Description
path YES - The path to the gltf / glb file
shader NO "Ardenfall/SimpleDiffuse" Defines the shader to be imported.

Only a single shader per scene is supported at the moment.

See Common Shaders for a list of shaders to try out.

If you leave it blank, will not import any materials.

Common Shaders

SimpleDiffuse

"Ardenfall/Simple Diffuse"

The most common shader used in Ardenfall. An opaque shader that supports:

- Texture, Color, Cullmode, Cutoff

- Specularity, Fake Specularity

- Emission Texture, Emission Color, Emission Fading, Time of Day Emission

- Pivot Rotation Animation

- Vertex Wind Animation

- Fresnel

- Triplaner Texture

SimpleDiffuse Transparent

"Ardenfall/Simple Diffuse Transparent"

A version of the Simple Diffuse shader that is transparent.

EnchantableItem

"Ardenfall/Enchantable Item Diffuse"

The shader used for items that have enchanted glows. (Weapons)

CharacterSkin

"Ardenfall/Avatar/Character Skin"

The shader used for characters (humanoid skin, monsters bodies).

CharacterClothing

"Ardenfall/Avatar/Character Clothing"

The shader used for character clothing/armor.

Example: A Custom Weapon

TODO