Custom Asset Importing

From Ardenfall Wiki
Revision as of 16:27, 20 May 2026 by Joshcamas (talk | contribs) (Created page with "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. TODO === Supported Importers === <u>SimpleModel:</u> Imports a GLTF file as a gameobject. You can define a...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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.

TODO

Supported Importers

SimpleModel: Imports a GLTF file as a gameobject. You can define a built in material to use, and it will automatically apply said material + hook up included textures.

Texture: Imports a .png or .jpeg as a Texture2D

AudioClip: Imports a .mp3, .wav, or .ogg as an ArdenAudioClip

Custom Importers

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.

TODO

Example: A Custom Weapon

TODO