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Copy file name to clipboardExpand all lines: docs/asset_reference.md
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# Asset Reference
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This file was generated from asset_schema.wtf and is for version 29 of the asset format.
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This file was generated from asset_schema.wtf and is for version 30 of the asset format.
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## Index
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| name | The name of the material being referenced. | String | Yes | RAC/GC/UYA/DL |
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| wrap_mode | The UV wrapping mode, stored as an array of two strings. Possible values are ["repeat" "repeat"] (the default), ["repeat" "clamp"], ["clamp" "repeat"] and ["clamp" "clamp"]. | Array | No | RAC/GC/UYA/DL |
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| glass | Only for mobies. Make the material shiny, like glass? | Boolean |*Not yet documented.*|*Not yet documented.*|
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| chrome | Only for mobies. Make the material shiny, like chrome? | Boolean |*Not yet documented.*|*Not yet documented.*|
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| effect_mode | List of effect modifiers, only relevant for mobies. Possible values are [], ["none"], ["chrome"] and ["glass"]. | Array | No | RAC/GC/UYA/DL |
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*Children*
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| Name | Description | Allowed Types | Required | Games |
Copy file name to clipboardExpand all lines: docs/asset_system.md
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| Format Version | Wrench Version | Description |
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| 30 || Added effect_mode attribute to Material assets, removed chrome and glass attributes, and made diffuse children optional. |
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| 29 || Added hero_groups attributes to Collision assets. |
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| 28 || Use glTF (.glb) for the moby models instead of COLLADA. |
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| 27 | v0.5 | Use glTF (.glb) for the shrub and sky models instead of COLLADA. The mesh attribute of the SkyShell asset is now of type Mesh instead of Collection. The starting_rotation and angular_velocity attributes now only will only apply for UYA and DL (which is more correct). |
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