Mass Importing Assets: Difference between revisions
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Below is a list of possible arguments, what they convert, and what subfolder they read from: | Below is a list of possible arguments, what they convert, and what subfolder they read from: | ||
{| class="wikitable" style="margin:auto" | |||
|- | |||
! Arg !! Folder !! Description | |||
|- | |||
| font || Font || The [[Modding_Font|font]] used for textboxes, dungeon titles, and damage numbers. | |||
|- | |||
| chara || Sprite || [[Modding_Portraits_and_Sprites|Pokemon sprites]] | |||
|- | |||
| portrait || Portrait || [[Modding_Portraits_and_Sprites|Pokemon portraits]] | |||
|- | |||
| tile || Tile || [[Modding_Tilesets|Static map tilesets]] | |||
|- | |||
| item || Item || Item sprites. Uses the same naming convention as [[Modding_Objects_and_VFX|VFX]] | |||
|- | |||
| particle || Particle || [[Modding_Objects_and_VFX|Particle VFX for attacks]] | |||
|- | |||
| beam || Beam || [[Modding_Beam_VFX|Beam and column-type VFX for attacks]] | |||
|- | |||
| icon || Icon || Status condition icons and emotes. Uses the same naming convention as [[Modding_Objects_and_VFX|VFX]] | |||
|- | |||
| object || Object || [[Modding_Objects_and_VFX|Map objects and traps]] | |||
|- | |||
| bg || BG || Backgrounds for maps and attack animations. Uses the same naming convention as [[Modding_Objects_and_VFX|VFX]] | |||
|- | |||
| autotile || Dtef|| Imports all dtef files into their own tileset sheets, and automatically creates dungeon autotiles for them. | |||
|- | |||
| all || -- || Loops through all above folders and converts them. | |||
|} | |||
[[Category:Modding Assets]] | |||
Latest revision as of 21:18, 12 August 2025
PMDO can be run with the -convert flag to convert raw assets (such as pokemon sprites, portraits, or font) into game-usable form.
For example:
PMDO.exe -raw RawAsset/ -convert all
This command will convert all assets found in the RawAsset subfolder relative to the current directory.
- The
-rawis used to specify the location of the raw asset folder. It must have a file structure like that of RawAsset, where each asset type is saved in its own subfolder. - The
-convertflag can be used with a list of arguments specifying which type of asset to convert, or to convert all assets withall
Below is a list of possible arguments, what they convert, and what subfolder they read from:
| Arg | Folder | Description |
|---|---|---|
| font | Font | The font used for textboxes, dungeon titles, and damage numbers. |
| chara | Sprite | Pokemon sprites |
| portrait | Portrait | Pokemon portraits |
| tile | Tile | Static map tilesets |
| item | Item | Item sprites. Uses the same naming convention as VFX |
| particle | Particle | Particle VFX for attacks |
| beam | Beam | Beam and column-type VFX for attacks |
| icon | Icon | Status condition icons and emotes. Uses the same naming convention as VFX |
| object | Object | Map objects and traps |
| bg | BG | Backgrounds for maps and attack animations. Uses the same naming convention as VFX |
| autotile | Dtef | Imports all dtef files into their own tileset sheets, and automatically creates dungeon autotiles for them. |
| all | -- | Loops through all above folders and converts them. |
