asset_check
Checks models and textures in a mod for build integrity, identifying issues like dangling references, lost transparency, or mismatched artifacts, and suggests concrete fixes.
Instructions
Judge the models and textures a mod already ships. Builds nothing.
Needs no DayZ Tools and no build: every check reads a file that is already on the disk, because the tools that produce these files are structurally unable to report failure. Answers in milliseconds.
Twelve checks (C1-C12). Four of them refuse, and this call fails when one
does: a built model is there and is an ODOL, no reference escapes the mod,
a material was actually inlined, and nothing already binarized is offered
back to binarize. The rest warn -- dangling references, an rvmat pointing
into another mod, a transparency lost to DXT1 (C7), an animation that never
reached the artifact, a model.cfg that is not the one the artifact was
built from, and a structural fingerprint that no longer matches what the
last build deployed. Every finding says what to DO about it.
model narrows it to one file, relative to the mod's directory. Files the
packer will drop (build.exclude) are not judged: a refusal about a file
that never enters the pbo is a refusal about nothing.
A texture is judged against the PNG it came from -- beside it or at the
same place under build.project_root -- because a legitimately opaque
texture and one whose transparency was destroyed are identical in the
output alone.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| mod | No | ||
| model | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ok | Yes | ||
| data | No | ||
| hint | No | ||
| error | No |