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Importing_and_creating_assets#548340

<cat>Dev.Projects</cat>⤶ <title>Importing and Creating Assets</title>⤶ ⤶ # Creating Assets⤶ ⤶ Creating a new asset is identical for all asset types:⤶ ⤶ 1. Right click on an empty area in the **Assets Browser**⤶ 2. Click **New X..** where X is the asset type you want to make⤶ ⤶ <upload src="aa125/8dad93673c26542.png" size="20234" name="image.png" />⤶ ⤶ 3. Name your asset⤶ 4. Double click your new asset in order to open it.⤶ ⤶ # Importing Assets⤶ ⤶ Here's how you can quickly import existing files - like **fbx**, **png**, or **wav** files - and create assets from them.⤶ ⤶ ## Models⤶ ⤶ 1. Take an **.fbx** or **.dmx** file, throw it into your addon directory. The **models** folder is a good place for these.⤶ 2. In the **Assets Browser**, right click on your source file and click **Create model**. This will open ModelDoc with a render mesh and a default material group prepared for you.⤶ ⤶ <upload src="aa125/8dad935ac8fa90f.png" size="18396" name="image.png" />⤶ ⤶ <note>⤶ In order to see your model, you'll need to save and compile your asset.⤶ You can do that by clicking the **Needs Compiling** button on the right.⤶ <upload src="aa125/8dad935cbd7d78b.png" size="4056" name="image.png" />⤶ </note>⤶ ⤶ For more information on models, please refer to [this page](ModelDoc_FAQ).⤶ ⤶ ## Materials⤶ ⤶ 1. Take your textures, throw them into your addon directory. The **materials** folder is a good place for these.⤶ 2. Make sure your textures follow the following naming conventions:⤶ ⤶ | Texture type | name |⤶ | ---------------- |:----------------:|⤶ | base color / diffuse / albedo | name_color |⤶ | texture mask | name_mask |⤶ | normal map | name_normal |⤶ | roughness / glossiness map | name_rough |⤶ | metallic map | name_metal |⤶ | ambient occlusion map | name_ao |⤶ | blend mask | name_blend |⤶ | height map | name_height |⤶ | transparency / translucency / opacity map| name_trans |⤶ | self illumination / emissive map| name_selfillum |⤶ | freedom of motion map | name_freedom |⤶ ⤶ 3. Right click one of the textures (can be any one), and click **Create material**.⤶ <upload src="aa125/8dad93619275325.png" size="31864" name="image.png" />⤶ ⤶ 4. Name your material.⤶ 5. This will create a material with all the relevant texture slots filled & all the relevant properties checked for you. You can double-click on the material in order to open it in the **Material Editor**.⤶ ⤶ For more information on materials, please refer to [this page](guide_to_making_materials).⤶ ⤶ ## Sounds⤶ ⤶ 1. Take your sound, throw it into your addon directory. The **sounds** folder is a good place for these.⤶ 2. Right click on your sound and click **Create Sound Event**.⤶ 3. Name your sound event.⤶ 4. This will create a sound event with the source sound property filled for you. You can click on the sound to view it in the inspector and change properties such as **volume**, **pitch**, and **decibels** (range), as well as whether the sound is **UI** (2D).⤶ ⤶ For more information on sound events, please refer to [this page](Creating_Sounds).