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    Create Assets

    In Evergine, there are two ways of creating an asset depending on its type:

    • Importing a resource file to the Assets Details panel, either with drag and drop or by selecting the Import Asset menu item. This works with images, 3D models, and sound files.
    • Creating an asset directly from Evergine Studio, which is only for non-resource and Evergine-specific assets.

    Creating assets

    Metafile Generation

    When creating an asset, a Metafile will be generated with the same name as the resource file. That file will contain all the properties and profile specifications of the asset. Every asset type has a different extension, described below.

    Importing Assets

    Drag and Drop the Resource File

    You can drag any file into Evergine Studio to import that asset file into the project and create an asset with it. Depending on the file extension, Evergine Studio will decide what kind of asset will be created in the panel folder:

    Asset Type Metafile Extension Supported File Extensions
    Texture .wetx .jpg, .jpeg, .png, .bmp, .tga, .ktx, .dds, .hdr
    Model .wemd .gltf, .glb, .fbx, .3ds, .obj, .dxf, .dae
    Audio .wesn .wav, .mp3, .ogg
    File .wefile Any other file.
    Font .weft .ttf, .otf

    Import an asset by dragging and dropping a resource file from your File Explorer to the Assets Detail panel.

    Drag and Drop Asset

    Use the Import Asset Menu Item

    You can also import a resource file by selecting the Import Asset menu item located in:

    • The Assets main menu.
    • The Plus Icon button on the Assets Details panel.
    • The Asset Details panel contextual menu.

    Import menu item

    Create Assets Without a Resource File

    Evergine uses a variety of assets that don't require external resource files. These assets can be created directly from Evergine Studio. Like in the previous section, you can access the Assets menu items in three places:

    • The Assets item in the main menu.
    • The Plus Icon button on the Assets Details panel.
    • The Assets Details contextual menu.

    Assets menu

    In this way, we can create the following assets:

    Asset Type Metafile Extension Additional Files
    Scene .wesc .wescene file with the scene elements. A folder with the scene name that contains Scene sub-assets like the environment probe.
    Effect (graphic effect and compute shader) .wefx Sources folder, containing a Shader.fx file with the shader description
    Sampler .wesp
    Material .wemt
    Render Layer .werl
    Post-Processing Graph .wepp
    Note

    If there is already an asset with the same name as the importing resource file, the new asset will be renamed by adding a number suffix in the name. For example, texture.jpg would be renamed to texture(1).jpg and texture(2).jpg if another file with the same name is imported.

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