Assets explained
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An asset is a specific, objectified concept in the game that can be highly detailed like a blade of grass, or larger like a building, or intangible like sound effects. Unity defines an asset as, "Shorthand for anything that goes into a video game – characters, objects, sound effects, maps, environments, etc."
Every asset is defined in a set of normalized asset files that describe its relationship to the game, other assets, and itself.
The following list contains file formats that are used to compose visual assets such as vehicles and weapons.
The community-devloped tool WolvenKit can be used to browse game archives and extract game files. Learn more
3d models
2d textures mapped onto meshes, advertisements, or any other game asset that uses an image in the game.
Sets up appearances for assets such as NPCs and vehicles referenced by entity files
Bink 2 file format (.bk2) that us used for any videos in game (Televsion, quest overlays, or some billboards)
Parent file for most visual assets which is directly linked by the Tweak DB
Color ramp data to set colors for meshes using the hair shader
Instanced shaders for mesh materials
Mask component of the Multilayer supershader
Material setup component of the Multilayer supershader
Pre-defined tiling surface component of the Multilayer supershader
Base shader files for REDengine
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