Game modes and maps uses assets like textures, skyboxes, sound effects and so on. An asset repository provides these assets in asset collections.
- crosshairs
- fonts
- icons
- images
- maps
- models
- skyboxes
- sound effects
- sound tracks
- textures
Inexor can handle multiple repositories from different sources. Everyone can create its own repository. An asset repository is basically a public git repository which follows a certain structure.
This example repository provides a full example how an asset repository is structured.
The folder structure is as following:
/collections /name_of_the_collection /assets /crosshairs /name_of_the_crosshair crosshair.toml /fonts /name_of_the_font font.toml /images /name_of_the_image image.toml /icons /name_of_the_icon icon.toml /maps /name_of_the_map map.toml /models /name_of_the_model model.toml /skyboxes /name_of_the_skybox skybox.toml /sound_effects /name_of_the_sound_effect sound_effect.toml /sound_tracks /name_of_the_sound_track sound_track.toml /textures /name_of_the_texture texture.toml
- An asset repository can provide multiple asset collections
- An asset repository can provide multiple assets of each asset type
- A single asset can consist of multiple files (for example textures or skyboxes)
- Meta-information about the asset must be provided
- You can provide license information about your asset (license identifier and license attribution text)
- You can provide versioning information about your asset (semantic versioning)
- Extendable for future asset types