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Assets
Assets are the required files for Arganium conveniently packaged into an archive.
In the base of the assets
directory are the compiled files, notably the arganium.pk3
archive, that are required to be loaded for play. Files created in the levels
directory must be designed to be loaded with the arganium.pk3 compiled archive.
The other directories contain the source material used to create the archive. Not all listed directories are required to be present but includes the following:
- acs: contains ACS libraries.
- flats: flats files.
- graphics: special graphics not present in levels.
- hires: high-resolution textures.
- maps: certain levels, not likely to be used in Arganium.
- music: all music.
- sounds: sound files referenced by SNDINFO.
- sprites: sprites.
- textures: textures.
For most cases, the prebuilt arganium.pk3
in the base of the assets
directory should be sufficient. However, if you wish to build it yourself it is not complicated. The following example assumes usage of popular open source archive manipulation tools.
- Open the archive editor and create a new archive in the base of
assets
calledarganium.pk3
. - Import File and select
arganium/assets/acs/arganium.acs
file for import. - Select the file, then select, "compile ACS." This will create a
acs
subdirectory with thearganium.o
compiled ACC object. - If you had not configured the tool to locate ACC it will likely prompt you to do so.
- If you get a
arganium.acs
instead of a compiledarganium.o
simply rename it though it may work just fine. - Save the archive, close the editor.
Aside from the usual conventions for creating levels a small amount of modification must be made to the level file to load the assets and display the Par time correctly. In this case we first use the LOADACS function.
- Open the level file in your chosen editor.
- Create a new lump ("Entry" in some editors) and call it LOADACS.
- Type the following into the entry:
arganium // Arganium scripts
- Save the lump / Entry.
- Create a new lump ("Entry" in some editors) and call it MAPINFO.
- Choose a level par time. It should be noted this is in seconds and will give a big score bonus.
- Type the following into the entry:
map [maplump name] ["level name"]
{
levelNum = 1
par = [par time in seconds]
}
- save the file, close your chosen editor.
When launching the file for Arganium you'll need to simply specify the arganium.pk3 file as well as the Arganium level file.