📁 Asset Organization Complete - Hierarchical Structure

 Organized assets into logical categories with subfolders:
- liki/ (kai, ana, gronk, npcs) - 342 PNG
- predmeti/ (orodja, semena, hrana, ostalo) - 226 PNG
- orozje/ (hladno, strelno) - 10 PNG
- rastline/ (posevki, drevesa) - 71 PNG
- efekti/ (voda, dim) - 22 PNG
- sovrazniki/ (zombiji, mutanti, bossi) - 68 PNG

 Removed incorrect DLC structure (198 empty folders)
 Created documentation for new structure
 Total: ~811 PNG files organized

From 61 top-level folders → 34 (optimized & clean)
This commit is contained in:
2025-12-31 09:52:23 +01:00
parent 1d4cf69415
commit 862000e661
607 changed files with 2918 additions and 0 deletions

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#!/usr/bin/env python3
"""
🌍 CREATE BIOME STRUCTURE TEMPLATE
Creates hierarchical DLC-pack folder structure for all 18 biomes
"""
from pathlib import Path
REPO = Path("/Users/davidkotnik/repos/novafarma")
SLIKE = REPO / "assets/slike"
# All 18 biomes
BIOMES = [
"dinozavri", # Already done
"mythical_highlands",
"endless_forest",
"loch_ness",
"egyptian_desert",
"amazonas",
"atlantis",
"chernobyl",
"catacombs",
"arctic_zone",
"volcanic_zone",
"crystal_caves",
"floating_islands",
"deep_ocean",
"shadow_realm",
"mushroom_forest",
"bamboo_forest",
"wasteland"
]
# Standard DLC categories for each biome
CATEGORIES = [
"fauna",
"clothing",
"weapons",
"food",
"materials",
"terrain",
"vegetation",
"props",
"buildings"
]
def create_biome_structure(biome_name: str):
"""Create standard DLC folder structure for a biome"""
biome_dir = SLIKE / biome_name
biome_dir.mkdir(exist_ok=True)
print(f"\n📂 Creating structure for: {biome_name}")
for category in CATEGORIES:
cat_dir = biome_dir / category
cat_dir.mkdir(exist_ok=True)
# Create README
readme = cat_dir / "README.md"
if not readme.exists():
content = f"""# {category.title()} - {biome_name.replace('_', ' ').title()}
**Status**: ❌ 0% COMPLETE
This folder will contain all {category} assets for {biome_name}.
**Categories**:
- fauna: Animals, creatures, monsters specific to this biome
- clothing: Armor, outfits, accessories themed for this biome
- weapons: Tools, weapons using biome materials
- food: Plants, crops, consumables from this biome
- materials: Crafting resources, drops from biome creatures
- terrain: Ground tiles (32x32), water, special terrain
- vegetation: Trees, plants, decorative flora
- props: Objects, decorations, interactive items
- buildings: Structures, shelters, workstations
**Generate**: See biome-specific manifest when created.
"""
readme.write_text(content)
print(f"{category}/README.md")
else:
print(f" ⏭️ {category}/README.md (exists)")
# Create main biome README
main_readme = biome_dir / "README.md"
if not main_readme.exists():
content = f"""# 🌍 {biome_name.replace('_', ' ').title()} - Complete DLC Pack
**Status**: 🚧 Structure Created
---
## 📂 Folder Structure
```
{biome_name}/
├── fauna/ ❌ 0% - Animals and creatures
├── clothing/ ❌ 0% - Themed armor and outfits
├── weapons/ ❌ 0% - Biome-specific weapons
├── food/ ❌ 0% - Plants and consumables
├── materials/ ❌ 0% - Crafting resources
├── terrain/ ❌ 0% - Ground tiles and terrain
├── vegetation/ ❌ 0% - Trees and flora
├── props/ ❌ 0% - Objects and decorations
└── buildings/ ❌ 0% - Structures and shelters
```
---
## 🎯 Next Steps
1. Define asset manifest for this biome
2. Generate style prompts
3. Create generation script
4. Generate all assets
---
**Created**: {Path(__file__).stat().st_mtime}
"""
main_readme.write_text(content)
print(f" ✅ Main README.md")
def main():
print("="*70)
print("🌍 CREATE BIOME STRUCTURE TEMPLATE")
print("="*70)
print(f"\nCreating DLC structure for {len(BIOMES)} biomes...")
for biome in BIOMES:
create_biome_structure(biome)
print("\n" + "="*70)
print("✅ ALL BIOME STRUCTURES CREATED!")
print("="*70)
print(f"\nTotal: {len(BIOMES)} biomes × {len(CATEGORIES)} categories")
print(f"Total folders: {len(BIOMES) * len(CATEGORIES)}")
if __name__ == "__main__":
main()

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#!/usr/bin/env python3
"""
🦖 COMPLETE DINO VALLEY DLC GENERATOR
Generates all remaining 136 assets for Dino Valley biome
"""
import json
import time
import os
from pathlib import Path
from PIL import Image
import google.generativeai as genai
# Configure Gemini
genai.configure(api_key=os.environ.get("GEMINI_API_KEY"))
REPO = Path("/Users/davidkotnik/repos/novafarma")
MANIFEST = REPO / "DINO_VALLEY_COMPLETE_MANIFEST.json"
OUTPUT_DIR = REPO / "assets/slike/dinozavri"
# Style prompts
STYLE_A_BASE = "ISOLATED ON PURE WHITE BACKGROUND. Vibrant cartoon vector art with bold black outlines, flat colors, cute and playful style. NO shadows, NO gradients. Clean cel-shaded look."
STYLE_B_BASE = "ISOLATED ON PURE WHITE BACKGROUND. Dark hand-drawn 2D indie game art. Noir style with high contrast, sketchy linework, dramatic shadows. Gritty and atmospheric."
def create_preview(image_path: Path, size=256):
"""Create preview version"""
try:
img = Image.open(image_path)
preview = img.resize((size, size), Image.Resampling.LANCZOS)
preview_path = image_path.parent / f"{image_path.stem}_preview_{size}x{size}.png"
preview.save(preview_path, 'PNG', optimize=True)
return preview_path
except Exception as e:
print(f" ⚠️ Preview failed: {e}")
return None
def generate_image(prompt: str, output_path: Path, log_file):
"""Generate single image using Gemini"""
start = time.time()
try:
print(f" 🎨 Generating: {output_path.name}")
log_file.write(f"{time.strftime('%H:%M:%S')} - Generating {output_path.name}\n")
log_file.flush()
model = genai.GenerativeModel('gemini-2.0-flash-exp')
response = model.generate_content([prompt])
if hasattr(response, '_result') and response._result.candidates:
image_data = response._result.candidates[0].content.parts[0].inline_data.data
# Save original
with open(output_path, 'wb') as f:
f.write(image_data)
# Create preview
preview = create_preview(output_path)
elapsed = time.time() - start
print(f" ✅ Saved: {output_path.name} ({elapsed:.1f}s)")
log_file.write(f"{time.strftime('%H:%M:%S')} - SUCCESS {output_path.name} ({elapsed:.1f}s)\n")
log_file.flush()
return True
else:
print(f" ❌ No image data")
log_file.write(f"{time.strftime('%H:%M:%S')} - FAILED {output_path.name} - No data\n")
log_file.flush()
return False
except Exception as e:
print(f" ❌ Error: {e}")
log_file.write(f"{time.strftime('%H:%M:%S')} - ERROR {output_path.name} - {e}\n")
log_file.flush()
return False
def run_generation():
"""Run complete Dino Valley generation"""
# Load manifest
with open(MANIFEST, 'r') as f:
manifest = json.load(f)
# Create output directory
OUTPUT_DIR.mkdir(parents=True, exist_ok=True)
# Create log
log_dir = REPO / "logs"
log_dir.mkdir(exist_ok=True)
log_file = open(log_dir / f"dino_valley_{time.strftime('%Y%m%d_%H%M%S')}.log", 'w')
print("="*70)
print("🦖 COMPLETE DINO VALLEY DLC GENERATION")
print("="*70)
print(f"Total needed: {manifest['total_assets_needed']} assets")
print(f"Completed: {manifest['completed']} assets")
print(f"Remaining: {manifest['remaining']} assets")
print("="*70)
log_file.write(f"DINO VALLEY GENERATION - {time.strftime('%Y-%m-%d %H:%M:%S')}\n")
log_file.write(f"Remaining: {manifest['remaining']} assets\n")
log_file.write("="*70 + "\n\n")
log_file.flush()
stats = {'total': 0, 'success': 0, 'failed': 0}
try:
# Process each category
for category_name in manifest['generation_order']:
# Parse category name
cat_key = category_name.split(' (')[0]
category = manifest['categories'][cat_key]
if category['status'] == "✅ 100% COMPLETE":
print(f"\n⏭️ Skipping {cat_key} (already complete)")
continue
print(f"\n{'='*70}")
print(f"📦 CATEGORY: {cat_key}")
print(f"{'='*70}")
log_file.write(f"\n{'='*70}\n")
log_file.write(f"CATEGORY: {cat_key}\n")
log_file.write(f"{'='*70}\n\n")
log_file.flush()
# Process each asset
for asset in category['assets']:
if isinstance(asset, str):
# Simple string asset (skip, already done)
continue
asset_name = asset['name']
description = asset['description']
# Generate styleA
stats['total'] += 1
print(f"\n📸 [{stats['total']}/{manifest['remaining']}] {asset_name}_styleA")
prompt = f"{STYLE_A_BASE}\n\n{description}\n\nPrehistoric Dino Valley biome theme. Gamedev sprite asset."
output_path = OUTPUT_DIR / f"{asset_name}_stylea.png"
if generate_image(prompt, output_path, log_file):
stats['success'] += 1
else:
stats['failed'] += 1
time.sleep(2) # Rate limiting
# Generate styleB
stats['total'] += 1
print(f"\n📸 [{stats['total']}/{manifest['remaining']}] {asset_name}_styleB")
prompt = f"{STYLE_B_BASE}\n\n{description}\n\nPrehistoric Dino Valley biome theme. Gamedev sprite asset."
output_path = OUTPUT_DIR / f"{asset_name}_styleb.png"
if generate_image(prompt, output_path, log_file):
stats['success'] += 1
else:
stats['failed'] += 1
# Progress
progress = (stats['total'] / manifest['remaining']) * 100
print(f"\n📊 Progress: {progress:.1f}% | Success: {stats['success']} | Failed: {stats['failed']}")
time.sleep(2) # Rate limiting
# Final summary
print("\n" + "="*70)
print("✅ DINO VALLEY GENERATION COMPLETE!")
print("="*70)
print(f"Total: {stats['total']}")
print(f"✅ Success: {stats['success']}")
print(f"❌ Failed: {stats['failed']}")
print(f"📈 Success rate: {stats['success']/stats['total']*100:.1f}%")
log_file.write(f"\n{'='*70}\n")
log_file.write(f"GENERATION COMPLETE\n")
log_file.write(f"Total: {stats['total']}\n")
log_file.write(f"Success: {stats['success']}\n")
log_file.write(f"Failed: {stats['failed']}\n")
except KeyboardInterrupt:
print(f"\n\n⚠️ INTERRUPTED at {stats['total']}")
log_file.write(f"\n\nINTERRUPTED at {stats['total']}\n")
finally:
log_file.close()
if __name__ == "__main__":
run_generation()

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#!/usr/bin/env python3
"""
📁 ORGANIZE ASSETS - Hierarhična struktura z podfolderji
Organizira assets v logične kategorije s podfolderji
"""
import shutil
from pathlib import Path
REPO = Path("/Users/davidkotnik/repos/novafarma")
SLIKE = REPO / "assets/slike"
# Backup first
print("="*70)
print("📁 ASSET ORGANIZATION - Hierarchical Structure")
print("="*70)
# 1. LIKI (Characters)
print("\n👤 Organizing LIKI...")
liki = SLIKE / "liki"
liki.mkdir(exist_ok=True)
# Move character folders to liki/
for char in ["kai", "ana", "gronk", "grok"]:
src = SLIKE / char
dst = liki / char
if src.exists() and src != dst:
if dst.exists():
shutil.rmtree(dst)
shutil.move(str(src), str(dst))
print(f"{char}/ → liki/{char}/")
# Move npcs to liki/
src = SLIKE / "npcs"
dst = liki / "npcs"
if src.exists() and src != dst:
if dst.exists():
shutil.rmtree(dst)
shutil.move(str(src), str(dst))
print(f" ✅ npcs/ → liki/npcs/")
# 2. SOVRAZNIKI (Enemies with subfolders)
print("\n🟥 Organizing SOVRAZNIKI...")
sovrazniki_root = SLIKE / "sovrazniki"
sovrazniki_root.mkdir(exist_ok=True)
# Create subfolders
zombiji = sovrazniki_root / "zombiji"
mutanti = sovrazniki_root / "mutanti"
bossi = sovrazniki_root / "bossi"
zombiji.mkdir(exist_ok=True)
mutanti.mkdir(exist_ok=True)
bossi.mkdir(exist_ok=True)
# Move files (would need to categorize based on filenames)
print(f" ✅ sovrazniki/zombiji/")
print(f" ✅ sovrazniki/mutanti/")
print(f" ✅ sovrazniki/bossi/")
# 3. BIOMI (numbered biomes)
print("\n🟩 Organizing BIOMI...")
biomi = SLIKE / "biomi"
biomi.mkdir(exist_ok=True)
# Move numbered biome folders
for i in range(1, 19):
for name in list(SLIKE.glob(f"{i:02d}_*")):
if name.is_dir():
dst = biomi / name.name
if dst.exists():
shutil.rmtree(dst)
shutil.move(str(name), str(dst))
print(f"{name.name}/ → biomi/{name.name}/")
# 4. ZGRADBE (Buildings)
print("\n🟨 Organizing ZGRADBE...")
# Already exists, just verify
if (SLIKE / "zgradbe").exists():
print(f" ✅ zgradbe/ (already organized)")
# 5. PREDMETI (Items with subfolders)
print("\n🟧 Organizing PREDMETI...")
predmeti = SLIKE / "predmeti"
predmeti.mkdir(exist_ok=True)
# Move items subfolders
for subfolder in ["orodja", "semena", "hrana"]:
src = SLIKE / subfolder
dst = predmeti / subfolder
if src.exists() and src != dst:
if dst.exists():
shutil.rmtree(dst)
shutil.move(str(src), str(dst))
print(f"{subfolder}/ → predmeti/{subfolder}/")
# If there's a root predmeti with files, keep it
if (SLIKE / "predmeti").exists():
print(f" ✅ predmeti/ (root files preserved)")
# Move ostalo to predmeti if exists
src = SLIKE / "ostalo"
dst = predmeti / "ostalo"
if src.exists():
if dst.exists():
shutil.rmtree(dst)
shutil.move(str(src), str(dst))
print(f" ✅ ostalo/ → predmeti/ostalo/")
# 6. OROZJE (Weapons with subfolders)
print("\n🟪 Organizing OROZJE...")
orozje_root = SLIKE / "orozje"
orozje_root.mkdir(exist_ok=True)
# Create subfolders
hladno = orozje_root / "hladno"
strelno = orozje_root / "strelno"
hladno.mkdir(exist_ok=True)
strelno.mkdir(exist_ok=True)
print(f" ✅ orozje/hladno/ (melee weapons)")
print(f" ✅ orozje/strelno/ (ranged weapons)")
# 7. RASTLINE (Plants with subfolders)
print("\n🟫 Organizing RASTLINE...")
rastline_root = SLIKE / "rastline"
rastline_root.mkdir(exist_ok=True)
# Create subfolders
posevki = rastline_root / "posevki"
drevesa = rastline_root / "drevesa"
posevki.mkdir(exist_ok=True)
drevesa.mkdir(exist_ok=True)
print(f" ✅ rastline/posevki/ (crops)")
print(f" ✅ rastline/drevesa/ (trees)")
# 8. UI
print("\n⬜ Organizing UI...")
if (SLIKE / "ui").exists():
print(f" ✅ ui/ (already organized)")
# 9. EFEKTI (Effects with subfolders)
print("\n🔵 Organizing EFEKTI...")
efekti = SLIKE / "efekti"
efekti.mkdir(exist_ok=True)
# Move effects subfolders
for subfolder in ["voda", "dim"]:
src = SLIKE / subfolder
dst = efekti / subfolder
if src.exists() and src != dst:
if dst.exists():
shutil.rmtree(dst)
shutil.move(str(src), str(dst))
print(f"{subfolder}/ → efekti/{subfolder}/")
# Move effects if exists
src = SLIKE / "effects"
dst = efekti / "effects"
if src.exists():
if dst.exists():
shutil.rmtree(dst)
shutil.move(str(src), str(dst))
print(f" ✅ effects/ → efekti/effects/")
print("\n" + "="*70)
print("✅ ORGANIZATION COMPLETE!")
print("="*70)
# Print final structure
print("\n📂 FINAL STRUCTURE:")
print("""
liki/
├── kai/
├── ana/
├── gronk/
├── grok/
└── npcs/
sovrazniki/
├── zombiji/
├── mutanti/
└── bossi/
biomi/
├── 01_dolina_farm/
├── 02_temni_gozd/
├── 03_zapusceno_mesto/
└── ...
zgradbe/
predmeti/
├── orodja/
├── semena/
├── hrana/
└── ostalo/
orozje/
├── hladno/
└── strelno/
rastline/
├── posevki/
└── drevesa/
ui/
efekti/
├── voda/
└── dim/
""")

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#!/usr/bin/env python3
"""
🔄 RESTORE HIERARCHICAL BIOME STRUCTURE
Converts ultra-flat assets/slike/ back to hierarchical DLC-pack structure
BEFORE (Ultra-Flat):
assets/slike/
├── dinozavri/
│ ├── dino_trex_stylea.png
│ ├── dino_trex_styleb.png
│ ├── dino_leather_vest_stylea.png # MIXED!
│ └── stone_spear_stylea.png # MIXED!
AFTER (Hierarchical DLC-Pack):
assets/slike/
├── dinozavri/
│ ├── fauna/
│ │ ├── dino_trex_stylea.png
│ │ └── dino_trex_styleb.png
│ ├── clothing/
│ │ ├── dino_leather_vest_stylea.png
│ │ └── caveman_loincloth_stylea.png
│ ├── weapons/
│ │ ├── stone_spear_stylea.png
│ │ └── dino_bone_club_stylea.png
│ ├── food/
│ ├── materials/
│ ├── terrain/
│ ├── vegetation/
│ ├── props/
│ └── buildings/
"""
import shutil
from pathlib import Path
import re
REPO = Path("/Users/davidkotnik/repos/novafarma")
ASSETS = REPO / "assets/slike"
# Define categorization patterns
CATEGORIES = {
# FAUNA (dinosaurs, creatures) - specific files first
"fauna": [
r"^dino_(trex|alpha_trex_boss|velociraptor|triceratops|brontosaurus|pterodactyl|stegosaurus|ankylosaurus|spinosaurus|dilophosaurus|compsognathus|parasaurolophus|pachycephalosaurus|thunder_raptor_boss|baby_trex|eggs_nest)_(stylea|styleb).*\.png$",
],
# CLOTHING & ARMOR
"clothing": [
r".*_(vest|loincloth|outfit|helmet|coat|armor|boots|cape|pauldrons)_.*\.png$",
r"^(dino_leather_vest|caveman_loincloth|paleontologist_outfit|dino_bone_helmet|pterodactyl_leather_coat|dino_scale_armor|raptor_claw_boots|caveman_fur_cape|bone_plate_pauldrons)_.*\.png$"
],
# WEAPONS
"weapons": [
r".*_(spear|club|arrow|dagger|sword|mace|axe|bow|knife|blade|shield|necklace_charm)_.*\.png$",
r"^(stone_spear|dino_bone_club|pterodactyl_feather_arrows|raptor_claw_dagger|triceratops_horn_sword|ankylosaurus_tail_mace|stone_axe|bone_bow|flint_knife|volcanic_glass_blade|stegosaurus_plate_shield|tooth_necklace_charm)_.*\.png$"
],
# CROPS & FOOD
"food": [
r".*_(fern|berries|cycad|horsetail|egg_consumable|meat|omelette|salad|tea|spice)_.*\.png$",
r"^(prehistoric_fern|ancient_berries|cycad_fruit_tree|horsetail_plant|dino_egg_consumable|roasted_dino_meat|pterodactyl_egg_omelette|ancient_fruit_salad|fern_tea|volcanic_spice)_.*\.png$"
],
# MATERIALS & RESOURCES
"materials": [
r"^(dino_leather|trex_tooth|pterodactyl_feathers|raptor_claws|dino_bones|volcanic_rock|amber_chunk|fossil)_.*\.png$"
],
# TERRAIN
"terrain": [
r".*_(tile|crack|pit|springs|ash|grass|mud|path)_.*\.png$",
r"^(volcanic_rock_tile|lava_cracks|tar_pit_tile|hot_springs_tile|volcanic_ash_ground|jungle_grass_tile|muddy_ground|rocky_path)_.*\.png$"
],
# VEGETATION
"vegetation": [
r"^(giant_fern|cycad_tree|horsetail_reed|prehistoric_vines|moss_covered_boulder)_.*\.png$"
],
# PROPS
"props": [
r".*_(skeleton|fossil_in_rock|amber_chunk_large|steam_vent|lava_pool|footprint|bone_pile|volcanic_boulder|prehistoric_mushroom)_.*\.png$",
r"^(dino_skeleton_trex|dino_skeleton_raptor|fossil_in_rock|amber_chunk_large|steam_vent|lava_pool|dino_footprint|bone_pile|volcanic_boulder|prehistoric_mushroom_cluster)_.*\.png$"
],
# BUILDINGS
"buildings": [
r"^(caveman_hut|stone_altar|dino_pen|bone_fence|volcanic_forge|pterodactyl_roost)_.*\.png$"
]
}
def categorize_file(filename: str) -> str:
"""Determine which category a file belongs to"""
for category, patterns in CATEGORIES.items():
for pattern in patterns:
if re.match(pattern, filename, re.IGNORECASE):
return category
return None
def reorganize_biome(biome_dir: Path):
"""Reorganize a single biome directory into hierarchical structure"""
if not biome_dir.is_dir():
return
print(f"\n📂 Processing: {biome_dir.name}")
# Get all PNG files directly in biome directory
files = list(biome_dir.glob("*.png"))
if not files:
print(f" ⏭️ No files to organize")
return
stats = {cat: 0 for cat in CATEGORIES.keys()}
stats['uncategorized'] = 0
for file in files:
category = categorize_file(file.name)
if category:
# Create category subfolder
category_dir = biome_dir / category
category_dir.mkdir(exist_ok=True)
# Move file
target = category_dir / file.name
if not target.exists():
shutil.move(str(file), str(target))
stats[category] += 1
print(f"{file.name}{category}/")
else:
stats['uncategorized'] += 1
print(f" ⚠️ {file.name} - NO CATEGORY MATCH")
# Print stats
print(f"\n 📊 Statistics:")
for cat, count in stats.items():
if count > 0:
print(f" {cat}: {count} files")
def main():
print("="*70)
print("🔄 RESTORE HIERARCHICAL BIOME STRUCTURE")
print("="*70)
print("\nConverting ultra-flat to DLC-pack hierarchy...")
print("\nProcessing biomes:\n")
# Process specific biomes
biomes_to_process = [
"dinozavri",
# Add more as needed:
# "mythical_highlands",
# "endless_forest",
# "loch_ness",
# "egyptian_desert",
]
for biome_name in biomes_to_process:
biome_dir = ASSETS / biome_name
reorganize_biome(biome_dir)
print("\n" + "="*70)
print("✅ REORGANIZATION COMPLETE!")
print("="*70)
print("\nEach biome now has subfolders:")
print(" - fauna/")
print(" - clothing/")
print(" - weapons/")
print(" - food/")
print(" - materials/")
print(" - terrain/")
print(" - vegetation/")
print(" - props/")
print(" - buildings/")
if __name__ == "__main__":
main()