--- name: asset-pipeline description: Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game. --- # Asset pipeline: from art to engine-ready files The fal-assets skill makes pictures. This skill makes **files the game accepts**: the right size, frame layout, orientation, alpha, palette and format. All commands are `um sprite ...` and `um render3d ...`; each has `--help` with examples. ## 1. Learn the target format from the game itself Before converting anything, open two or three of the game's own assets and write down in MODLOG.md: - **Dimensions:** frame size, frames per sheet, and the layout (vertical strip / grid / one file per frame). - **Orientation:** which way the art faces (Terraria: items point right, NPCs face left, the engine flips them), and where the pivot or hotspot sits (AoE2: the unit's ground point at the canvas centre). - **Alpha:** hard 1-bit edges (BC1 punch-through, pixel art) or soft. - **Style:** palette size and outline (dark 1-2 px outline in most pixel-art games). - **Format:** PNG, DDS BC1/BC3/BC7, XNB, SLD, atlas + JSON... The draw code is the final authority. In Terraria, NPC frame height = texture height / `Main.npcFrameCount`, so any consistent frame size works. ## 2. 2D pipeline ```bash um sprite info raw.png # size, alpha coverage, corner colour um sprite cutout raw.png cut.png # flat bg → transparent (border flood fill keeps interior whites) um sprite cutout raw.png cut.png --grey 150 --keep-top 0.8 # also remove a soft grey shadow / the floor under it um sprite fit cut.png item.png --size 64x26 --hard-alpha # trim + ONE nearest-neighbour scale into the frame um sprite fit cut.png npc.png --size 38x34 --anchor bottom # standing sprites sit on the frame's bottom edge um sprite pixelate cut.png px.png --size 32x32 --colors 16 --outline # true pixel art from painterly art um sprite palette px.png px2.png --from stock_sprite.png # snap to the game's own colours um sprite frames npc.png frames/ --n 3 --kind bob # cheap idle animation (bob/squash/wobble/flash) um sprite sheet sheet.png frames/*.png --vertical # Terraria-style strip (or --cols N grid) um sprite slice sheet.png out/ --frame 32x32 # the other direction um sprite team-mask unit.png unit_grey.png --hue blue # player-colour mask (+ desaturated sprite) um sprite preview item.png look.png --scale 6 # checkerboard + zoom: LOOK at it before shipping ``` - **Pixel art:** scale once, with nearest neighbour, to the final size. Never scale pixel art twice. - **Painted / HD art:** use `fit --smooth`. - **Real frames:** for animation frames beyond bob/squash, generate each frame with the fal edit endpoint using the base sprite as reference ("same drone, rotors tilted, frame 2 of 4"), then cut out and fit each frame the same way. Or go 3D (below). ## 3. 3D → sprites (consistent angles and animations) ```bash um fal model3d concept.png --name unit # textured GLB (Trellis 2 by default) um render3d assets/gen/unit.glb frames/ --preset aoe2 --length 80 --forward-yaw -90 \ --anims idle:10:bob,walk:12:walk,attack:16:lunge,death:20:die --shadows --samples 40 um render3d assets/gen/unit.glb side/ --preset side --canvas 128 --length 110 --engine eevee # platformer facing R + L ``` Presets: | Preset | Projection | Camera | Facings | |---|---|---|---| | `aoe2` | ortho | 30° | 16 clockwise from east | | `iso8` | ortho | 30° | 8 | | `trueiso` | ortho | 35.264° | 8 | | `topdown` | ortho | — | 8 | | `side` | ortho | — | 2 (right, left) | | `turntable` | persp | — | 24 (promo/icon spins) | - `--length` sets the model's longest horizontal side in pixels at 1x, so match stock units. - `--forward-yaw` turns the model so its nose faces +X; check the first frame. - `--shadows` adds a shadow-only pass (`*_s.png`) for engines that keep shadows in their own layer. - Motions: bob, walk, lunge, die, wreck, spin. - Then pack with `um sprite sheet`, or with an engine writer (e.g. `examples/aoe2-de-civ/sld.py`). - Needs Blender (`blender` on PATH or `BLENDER=...`). Cycles uses the GPU when available. - Dark generated textures: raise `--sun` / `--ambient`, or brighten in post. - For game-ready 3D (not sprites), remesh with `um fal run tripo3d/tripo/remesh mesh_url=@unit.glb face_limit:=8000`, then convert in Blender (GLB → FBX/OBJ) with the engine's scale and axis convention: Unity Y-up metres, Unreal Z-up centimetres, Bethesda NIF via PyNifly. ## 4. Textures and materials - **Tiling:** `um fal texture` generates it tiled. Check with `um sprite tile-preview t.png t3.png`. Fix seams on other images with `um sprite seamless`. - **PBR sets:** `um fal pbr`. Convert to the engine's packing: Unreal ORM (occlusion/roughness/metal in RGB), Unity metallic-smoothness (smoothness = 1 - roughness in alpha). - **DDS:** texconv (DirectXTex) or `magick` with DXT settings. BC7 for quality, BC1 for cutout sprites, BC3 when alpha is soft. ## 5. Verify in the game Put one converted asset into the game and screenshot it next to stock art (`um win shot`). Check the scale, facing, pivot, outline and palette. Fix the recipe, then batch-convert the rest with the same commands (a small script or Makefile, so the pipeline is reproducible from `assets/gen/`). ## 6. Converting a guest game's Unity assets (mashups) Read the user's own install with UnityPy and write a **local, private** resource pack. Never put the output in the mod, its repo or a release; each user runs the converter on their own copy. - **Memory:** `UnityPy.load()` decompresses a whole bundle (a 865 MB bundle became 8.7 GB of RAM). Decompress only the serialized files and read `.resS` / `.resource` lazily, block by block; run each converter module in its own process. - **Environment:** `UnityPy.Environment(path="")`, and load cross-referenced bundles together; otherwise UnityPy searches the working directory for missing dependencies. - **Finding assets:** Addressables bundle names are hashed per update (find them by prefix); Addressables 2.x has a binary `catalog.bin`. Map game objects to prefabs through their GUID keys, not by guessing names. Prefer the low-quality variant if one exists (same meshes, smaller textures). - **Skinned meshes are stored in bind pose (often a T-pose).** For the in-game look, evaluate the idle clip at t = 0 yourself (UnityPy reads AnimationClip objects but does not sample them; Generic clips bind Transforms by CRC32 of the path), rebuild world matrices, then skin. - **Walk the hierarchy from the container root**, skip inactive GameObjects and their children, and drop helper meshes (eyelids, ground shadows, stencil/outline materials). - **Axes:** Unity is left-handed, Minecraft right-handed: flip one axis for positions and normals and reverse the winding; flip V; clamp UVs. Verify with a named bone (the right hand ends on the right). - **Shared atlases:** crop each part's texture to its UV bounding box and remap UVs. - **Audio:** `AudioClip.samples` needs FMOD (`fmod_toolkit`); encode with ffmpeg to mono OGG. - **Minecraft side:** a pack needs `pack.mcmeta` (`pack_format` 15 for 1.20.1); `ResourceLocation`s accept only `[a-z0-9_./-]`. For posed meshes, a custom mesh file drawn with `RenderType.entityCutoutNoCull` is more robust than `forge:obj` (block-atlas textures, `usemtl`). - **Oracle:** render preview sheets by re-reading the files you wrote, and look at them.