Import resources in Godot 3.0 beta

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By DimitriyPS
:warning: Old Version Published before Godot 3 was released.

In Godot 2.1 to import external resources were available menus:

How to import external resources in Godot 3.0 beta?

:bust_in_silhouette: Reply From: Codex of Dreams

Afaik just put them in the project folder on your disk.

And for further reference see: Assets pipeline — Godot Engine (latest) documentation in English

rolfpancake | 2017-12-18 20:50

I read this: Assets pipeline — Godot Engine (latest) documentation in English

Priority:
What steps do I need to perform?
I did not understand where to put the resource files to import?
How then to open the import options?

Again:
What third-party formats for import support Godot 3.0?
Whether third-party formats to be exported in ddata file when exporting the project?

P.S.: I don’t want to offend anyone… but let me tell you like it is. Automatic import is not absolute, it is often not acceptable. I form a great asset for the game. I don’t export the scene entirely. I export a 3D “tiles” (fragments, segments). Several 3D fragments can use the same materials. So I create a library of materials in Godot and apply them to 3D fragments after import.

I don’t see the benefit to auto import… but I see that the lack of dedicated well-functioning and transparent import tool imposes a hell of crap!

DimitriyPS | 2017-12-19 12:14

What steps do I need to perform? I did not understand where to put the resource files to import?

This is described in the linked docs:

In Godot 3.0, we use a more modern approach to importing: Simply drop your assets (image files, scenes, audios, fonts, etc) directly in the project folder (copy them manually with your OS file exporer). Godot will automatically import these files internally and keep the imported resources hidden in a res://.import folder.

How then to open the import options?
This is described in the docs.
If you mean something like the resource creator dialog you only have to click an icon above the inspector:

resource creator dialog

What third-party formats for import support Godot 3.0?
I am pretty sure this is described in the docs for images, audio, translations and 3D stuff. If you want to import some specific format you can search the docs or the github issue tracker. If there is no evidence that a specific format is supported you can create a new question or an issue on github.

Whether third-party formats to be exported in ddata file when exporting the project?
Did you have problems with your third-party formats while exporting? If so you can create a new question and explain what you have done, what you expected and what did not work.

Regarding your P.S.: …
You are always welcome to file an issue on github about problems you encoutered while developing. This is feedback the devs need and shouldn’t be discussed in a Q&A-forum.

rolfpancake | 2017-12-19 21:06