Pokemon ZA asset file support for Godot
- Dump asset files somewhere in your project folder (a symlink to them works too)
- Copy over the gflib folder from this repo into the root of your project. It must stay at
res://gflib/, since the converted materials reference its shaders. Build or provide the library for each platform/build type you target (seegflib.gdextension) - Go into Project Settings -> Gflib -> Romfs Root and set the asset folder, then restart the editor (the setting is read at startup)
- To load a map, add a
TrinitySceneLoader, setscene_pathto a.trscnfrom the assets, and callload_scene() - If using TrinityEnvironment, point the master light file to a
.trlgtfrom the assets (e.g.light/master/master/master.trlgt). Assign the loaded resource as-is: probe, sky and shadow textures are resolved relative to the.trlgt's path, so aduplicate()d or script-built copy silently loses them. Useset_layer()to stack changes on top of it instead.
