Assets.txt
This page is still under construction - much of the infrmation is still to be filled
File Structure
The assets.txt file controls what assets are imported, and how the import process is performed.
The file is a list of definition entries. Using one of the following keywords:
- palette
- gfxgroup
Example assets.txt file could have the following structure:
palette Main { ... define palette 'Main' here ... } palette HUD { ... define palette 'HUD' here ... } ... define other palettes if needed ... gfxgroup Textures { ... specify group contents ... } ... define other groups and/or palettes ...
Comments
The file accepts both C-style single line comments, and shell-style comments.
// This is a comment. # This is a comment too.
Palette definition
A palette is defined by specifying color values and dithering options. Use the following syntax.
- $rgb (color definition)
A dollar sign $ within palette definition adds one color to the palette. 3 hex digits specify the value of red, green and blue components, 4 bits per component (Amiga OCS precision).
Example:
$000 // black $222 // gray ramp $333 // | $555 // | $777 // | $BBB // | $FFF // white $343 // green ramp $573 // | $774 // | $004 // blue $320 // brown $431 // brown $CA5 // yellow $C00 // red $600 // |
Comments are optional, but help.
- -weight <color1> <color2> <weight>
Allows to modify likelihood, with which given color pair will be used. Color order does not matter. <color2> can be replaced with * to affect all color combinations with <color1>. <weight> equal 0 disables given combination.
-weight 13 15 0.5 // reduce usage of yellow-darkred pair (according to the palette above) -weight 14 * 0 // don't use bright red at all
- -mainpal
Sets the palette as the main palette to be used for rendering 3D world.
- -hudpal
Sets the palette as the main palette to be used for HUD drawing (a.k.a. the status bar).
- -colorspace <mode>
Specifies the color space in which conversion and dithering error will be computed. Possible <mode> values are:
- rgb - standard RGB space
- lab - CIE Lab color space
- -dither <mode>
Selects the dithering algorithm. Possible <mode> values are:
- solid - best color is chosen to use for entire logical pixel ("vertical" dithering disabled)
- full - all color pairs are checked and best pair is used for the logical pixel (full "vertical" dithering)
- half_closest - one color is chosen closest to the target color (ignoring error diffusion), the the second color is picked (with error diffusion) to make best color pair
- checker - similar to full, but a 2x2 logic pixel block is used, as well as vertical dithering to produce 3 intermediate colors for each color pair
- checker_closest - similar to checker, but one of the colors is picked for closest, undithered match (as in half_closest method)
- -pairorder <mode>
Selects the order in which colors are placed when coloring logic pixel halves separately ("vertical" dithering). Possible <mode> values are:
- keep - keep the order produced by the dithering method (useful with checker and checker_closest)
- sort - colors are placed in order of their index in the palette
- rev_sort - similar to sort, but the order is reversed
- checker - produces checkerboard pattern by using sort or rev_sort method depending on pixel position
- -mixpenalty <weight> [<wr> <wg> <wb>]
When dithering algorithm considers using a color pair instead of a solid color, this option adds error proportional to <weight> and difference of the two colors considered. Optionally, per-component weights can be specified controlling influence