Content type for ContentData, for details see http://deltaengine.net/Features/ContentFormats
View code on GitHub
Namespace: DeltaEngine.ContentAssembly: DeltaEngine (in DeltaEngine.dll) Version: 1.1.1.0 (1.1.1)
Syntax
Members
Member name | Value | Description | |
---|---|---|---|
Scene | 0 | .DeltaScene binary file, created by the SceneEditor, loaded when opening scenes. View code on GitHub | |
Level | 3 | .DeltaLevel is a collection of used meshes their world matrix and maybe some other content like camera paths, animations, etc. (different level settings for each game). View code on GitHub | |
Image | 4 | Image content type, imported as .png bitmaps. Typically stored as compressed textures. View code on GitHub | |
ImageAnimation | 5 | Parent type for images in a sequence, e.g. "Explosion" uses "Explosion01", "Explosion02", etc. and some extra meta data for displaying this animation at certain speeds. View code on GitHub | |
SpriteSheetAnimation | 6 | Uses Secondary Image Size to use one spritesheet for an animation. View code on GitHub | |
Shader | 7 | .DeltaShader, which contains platform specific shader data. View code on GitHub | |
Material | 8 | Material, usually used for meshes and advanced rendering classes like Particle Effects. View code on GitHub | |
Mesh | 9 | .DeltaMesh 3D content, either imported from an FBX file (or 3ds, obj, dxf, collada). The mesh itself is stored just as binary data, use the MeshData class to access it. View code on GitHub | |
MeshAnimation | 10 | Animation data for a mesh, e.g. an "Idle", a "Run" or an "Attack" animation of a character. View code on GitHub | |
Model | 11 | 3D Models contain no own content, but just links up a bunch of meshes with their used materials and optionally their MeshAnimations into an easy to use form. View code on GitHub | |
ParticleEmitter | 12 | .DeltaParticleEmitter represent the content of a particle effect system. Use the Particle Effect Editor to edit particle effects. View code on GitHub | |
Font | 13 | Delta Spritefont used in the eninge! TTF font when used in sending from editor to server. View code on GitHub | |
Camera | 15 | Camera content, stores the initial camera position, rotation and values plus optionally a camera path this camera should follow. View code on GitHub | |
Sound | 16 | Sound file for sound playback, just a .wav file on most platforms. View code on GitHub | |
Music | 17 | Music file for playing in the background or even use streaming. .mp3 or .ogg file. View code on GitHub | |
Video | 18 | Video file for multimedia. Supports .mp4 and other video formats. View code on GitHub | |
Xml | 20 | Xml files for game specific content or whatever else you need. View code on GitHub | |
Json | 21 | Json files for game specific content, if you are a JavaScript freak. View code on GitHub | |
InputCommand | 24 | Input commands for a game or whatever else you need View code on GitHub | |
Geometry | 25 | Contains geometry data with its own VertexFormat and an identifier name. View code on GitHub | |
ParticleSystem | 26 | The data for a ParticleSystem contain names of saved emitter data to be used. Upon loading, those are loaded as well and the emitters are created and attached to the system. View code on GitHub | |
JustStore | 29 | Just store the file entry, this can be used for any file (binary makes most sense). All the logic to load and use this file has to be done by the application. View code on GitHub |
See Also