Skip to content

refactor asset conversion/management #486

@Trass3r

Description

@Trass3r

Asset loading:

  • Load original game assets directly from the .wad archives but still have extracted assets take priority to allow asset replacement.
  • Support loading KMF models directly from the .wad files (should standalone extracted files also be supported?).
  • Support loading textures directly from the original EngineTextures archive.

Asset extraction and conversion:

  • Move asset conversion out of the game startup code into a separate CLI tool.
    That would also allow independent conversion and improve cross-platform, particularly for targeting Android (Android compatibility #218).

  • Stop generating .j3o models during extraction. They can't be viewed or edited properly anyways.
    Even when switching to the builtin jME morphing Maud can't render the animations.
    GLTF/GLB would be a better export/interchange format but requires a lot of code and refactoring of the KmfModelLoader.

  • For textures .png is easy to view/edit/replace but does not support compressed textures, array textures etc.
    How to deal with that?

  • Since all textures are 128x128 you could easily put them all into a single array texture which would massively simplify drawing things. But then it's not so easy to replace textures anymore, esp. with higher resolutions.
    Should it be done only at runtime maybe?

  • Support loading other mesh and texture formats, .gltf,/.glb, .dds, .ktx

  • Normal/specular maps etc are another factor, they can't be combined into the same array texture as

Metadata

Metadata

Assignees

Projects

No projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions