Skip to main content

Questions tagged [asset-workflow]

Filter by
Sorted by
Tagged with
0 votes
0 answers
69 views

I'm trying to write this QC file, and I have no idea what I'm doing. Tutorials I'm sure are helpful, but there's something wrong and I don't know what it is. When I try to use Crowbar to compile it ...
Aziah Hart's user avatar
0 votes
0 answers
284 views

I ran into an issue when trying to import a complex shader material from Blender to Godot. Inside Blender 4.0: Inside Godot 4.3: I exported it as glTF 2.0, but all the materials result just white. ...
Seo's user avatar
  • 11
0 votes
0 answers
76 views

I've got two animations, and they blend well. Can I save the thing as a singular .anim file ?
Reincarnated as a worldbuilder's user avatar
0 votes
0 answers
103 views

I have a folder full of images that I want to keep ready in a script. The Unity way to do this is to have a MonoBehaviour with, for example, a ...
AyCe's user avatar
  • 111
0 votes
1 answer
387 views

I'm trying to mod the game Chocolatier from 2007. It has two .xml files, but they don't look like conventional XML when I open them in VS Code or Notepad++. Here's a sample of what they look like: ...
user4068's user avatar
1 vote
1 answer
3k views

I have a file which is created manually. In what folder should I put it so I can read it in a build? For example Application.dataPath in editor reads the file from ...
Ivan's user avatar
  • 379
-3 votes
1 answer
198 views

Is it possible to make maps for games using AutoCAD and 3ds Max? I am studying architecture and I am making pretty good making 3D objects. I would like to make them for games, but I don't know what ...
Zmajcina's user avatar
1 vote
1 answer
272 views

I have made specific presets for textures like Normal or Emission maps. After they are imported I have to manually select each one and assign the proper preset. I want to automate this process. To do ...
theCodeHermit's user avatar
0 votes
1 answer
1k views

I am a newbie trying to learn DX11. I successfully put my obj model into the program by using assimp. Unfortunately, I cannot load the same model in fbx format correctly (both of them were exported ...
potter john's user avatar
1 vote
0 answers
332 views

How can I parse a spritesheet consisting of scattered sprites with different sizes, like this example and return the (x, y) and ...
vikAy's user avatar
  • 123
1 vote
1 answer
285 views

I'm working on a single player sports game for a year or so and this doubt came up: how should I treat/store big amounts of data, like player names. Let's take an arbitrary number as example: 10000 ...
Gabriel Minosso's user avatar
0 votes
1 answer
197 views

I've been using Tiled for my game engine but for objects I have to use points on an object layer and give it a name and use that to create map items in-game. This is really inefficient as I don't want ...
BBQGiraffe's user avatar
1 vote
1 answer
104 views

I have many game objects whose properties I need to edit because of a bug/error. However, this is very time consuming, because I need to check each game object one by one. Is there any way to search ...
questionasker's user avatar
1 vote
0 answers
84 views

I'm wondering how I can incorporate reusable tilemap segments in my workflow. For example: I construct a room out of my tile palette, and I want to reuse this room in multiple places. Is there some ...
ralh's user avatar
  • 111
3 votes
1 answer
2k views

I understand that collisions in fighting games are detected using hitboxes and hurtboxes associated with specific frames of the animation I am looking for techniques to author the data for these ...
Mansur's user avatar
  • 133
1 vote
2 answers
113 views

Usually for the game objects a high poly model is prepared, to then transfer the details onto a low poly model, so that it can be rendered in realtime. Is this workflow always used, with any object? ...
CloudRiro's user avatar
3 votes
0 answers
413 views

I'm, trying to wrap my head around assimp to import some files, including fbx/obj etc. Normally my experience tells me that I start at root node and then recursively load child nodes until I load the ...
Dariusz's user avatar
  • 133
1 vote
0 answers
56 views

How should I go about animating character rigs (walking, running, ducking, ...) with already animated assets? Do I load the animated asset into the project file of my character rig or do I attach the ...
AndyPass's user avatar
0 votes
2 answers
199 views

I'm using a Source Control Management tool (git) for backing up configurations, code etc. But how do I manage art assets and other game assets that are in binary formats, and tend to be big (animators,...
thinkingUnity's user avatar
2 votes
2 answers
492 views

I'm having a very hard time trying to figure out a good way to add new resources to my game project in a way that's convenient for designers. To try and better understand the problem, I'm trying to ...
kitfox's user avatar
  • 201
1 vote
1 answer
108 views

Is there a way to export or publish some work to a folder so somebody else can open the .max file and does not have to reassign all the textures again? My problem is that i used lots of textures ...
Madmenyo's user avatar
  • 1,969