Asset Generation: Campfire, Tent, Sleeping Bag, UI Elements (Health, Inventory, Dialog). Cleaned GrassScene.
This commit is contained in:
130
scripts/auto_tiled_gen.py
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130
scripts/auto_tiled_gen.py
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import cv2
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import numpy as np
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import os
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import random
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def create_project_assets():
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# Directories
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repo_root = '/Users/davidkotnik/repos/novafarma'
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target_dir = '/Users/davidkotnik/nova farma/main/assets'
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# Ensure target directory exists
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os.makedirs(target_dir, exist_ok=True)
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# Source Paths (Repositories)
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src_grass = os.path.join(repo_root, 'assets/DEMO_FAZA1/Ground/tla_trava_tekstura.png')
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src_water = os.path.join(repo_root, 'assets/DEMO_FAZA1/Environment/stream_water.png')
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src_high = os.path.join(repo_root, 'assets/DEMO_FAZA1/Vegetation/visoka_trava.png')
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src_dense = os.path.join(repo_root, 'assets/DEMO_FAZA1/Vegetation/grass_cluster_dense.png')
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# Load and Process Images
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def load_resize_clean(path, clean_pink=False):
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if not os.path.exists(path):
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print(f"Missing source: {path}")
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return np.zeros((256, 256, 4), dtype=np.uint8) # Fallback black square
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img = cv2.imread(path, cv2.IMREAD_UNCHANGED)
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# Ensure RGBA
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if img.shape[2] == 3:
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img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
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# Clean Pink (#FF00FF)
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if clean_pink:
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# Mask pink range
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lower = np.array([250, 0, 250])
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upper = np.array([255, 10, 255])
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mask = cv2.inRange(img[:,:,:3], lower, upper)
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img[mask > 0] = [0, 0, 0, 0] # Set transparent
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# Resize to 256x256
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return cv2.resize(img, (256, 256), interpolation=cv2.INTER_AREA)
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# 1. Create Tileset Image (ground_tileset.png)
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img_grass = load_resize_clean(src_grass)
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img_water = load_resize_clean(src_water)
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img_high = load_resize_clean(src_high, clean_pink=True)
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img_dense = load_resize_clean(src_dense, clean_pink=True)
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# Combine horizontally
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tileset_img = np.hstack((img_grass, img_water, img_high, img_dense))
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out_img_path = os.path.join(target_dir, 'ground_tileset.png')
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cv2.imwrite(out_img_path, tileset_img)
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print(f"Created {out_img_path}")
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# 2. Create Tileset Definition (nova_farma.tsx)
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# 4 tiles, 256x256
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tsx_content = f"""<?xml version="1.0" encoding="UTF-8"?>
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<tileset version="1.10" tiledversion="1.11.0" name="nova_farma" tilewidth="256" tileheight="256" tilecount="4" columns="4">
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<image source="ground_tileset.png" width="{tileset_img.shape[1]}" height="{tileset_img.shape[0]}"/>
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</tileset>
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"""
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out_tsx_path = os.path.join(target_dir, 'nova_farma.tsx')
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with open(out_tsx_path, 'w') as f:
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f.write(tsx_content)
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print(f"Created {out_tsx_path}")
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# 3. Create Map (mapa.tmx)
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# Size 10x10
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width, height = 10, 10
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# GIDs:
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# 1: Grass
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# 2: Water
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# 3: High Grass
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# 4: Dense Grass
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# Layer 0: Ground (All Grass)
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layer0_data = [1] * (width * height)
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# Layer 1: Water (Stream in middle)
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# Let's say row 4 and 5 are water
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layer1_data = [0] * (width * height)
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for y in range(4, 6):
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for x in range(width):
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layer1_data[y * width + x] = 2
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# Layer 2: Foliage (Random High/Dense Grass)
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layer2_data = [0] * (width * height)
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for i in range(len(layer2_data)):
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# Only place on grass (not where water is)
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if layer1_data[i] == 0:
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if random.random() < 0.2: # 20% chance
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layer2_data[i] = random.choice([3, 4])
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# function to format CSV
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def to_csv(data):
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lines = []
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for y in range(height):
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row = data[y*width : (y+1)*width]
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lines.append(",".join(map(str, row)))
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return ",\n".join(lines)
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tmx_content = f"""<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="{width}" height="{height}" tilewidth="256" tileheight="256" infinite="0" nextlayerid="4" nextobjectid="1">
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<tileset firstgid="1" source="nova_farma.tsx"/>
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<layer id="1" name="Plata" width="{width}" height="{height}">
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<data encoding="csv">
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{to_csv(layer0_data)}
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</data>
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</layer>
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<layer id="2" name="Voda" width="{width}" height="{height}">
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<data encoding="csv">
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{to_csv(layer1_data)}
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</data>
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</layer>
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<layer id="3" name="Foliage" width="{width}" height="{height}">
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<data encoding="csv">
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{to_csv(layer2_data)}
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</data>
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</layer>
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</map>
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"""
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out_tmx_path = os.path.join(target_dir, 'mapa.tmx')
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with open(out_tmx_path, 'w') as f:
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f.write(tmx_content)
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print(f"Created {out_tmx_path}")
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if __name__ == "__main__":
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create_project_assets()
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@@ -54,6 +54,20 @@ def clean_pink_and_soften(input_path, output_path):
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print(f"Saved cleaned image to {output_path}")
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if __name__ == "__main__":
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# Hardcoded path as per instructions: Vegetation/visoka_trava_v2.png
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target = 'assets/DEMO_FAZA1/Vegetation/visoka_trava_v2.png'
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clean_pink_and_soften(target, target)
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base_dir = 'assets/DEMO_FAZA1'
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target_subdirs = ['Vegetation', 'Ground', 'Environment']
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for subdir in target_subdirs:
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target_dir = os.path.join(base_dir, subdir)
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if not os.path.exists(target_dir):
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print(f"Directory not found: {target_dir}")
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continue
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print(f"--- Processing {subdir} ---")
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for filename in os.listdir(target_dir):
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if filename.lower().endswith(".png"):
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# Filter for specific files if needed, or process all to be safe as per user request "na vseh teh spritih"
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# User specifically mentioned: grass, stream_water, tla_trava_tekstura
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full_path = os.path.join(target_dir, filename)
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clean_pink_and_soften(full_path, full_path)
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97
scripts/deploy_generated_assets.py
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97
scripts/deploy_generated_assets.py
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import cv2
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import numpy as np
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import os
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import shutil
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def process_and_replace_assets():
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# Paths to the newly generated artifacts
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# NOTE: In a real scenario, I would validly know these paths.
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# Since I am an AI, I generated them into specific locations in the previous turn.
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# I will assume they are available in a temporary location or I will use the paths returned by the generation tool.
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# Based on previous output:
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# Campfire: .../campfire_simple_1769580346960.png
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# Tent: .../tent_new_color_1769580361961.png
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# Sleeping Bag: .../sleeping_bag_asset_1769580261243.png
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# I need to find them or use the strings directly.
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# Let's search for them in the artifacts directory or assume I can access them.
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# For this script to work on the USER's machine, the files must be there.
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# But wait, 'generate_image' saves to the agent's brain artifact folder, which might be accessible via absolute path.
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# Let's map the artifact paths (I'll use the filenames from the previous turn logs).
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# Since I cannot magically know the absolute path structure without 'find', I will try to find them in the .gemini artifacts folder.
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artifacts_dir = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b'
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mapping = {
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'campfire_simple': 'campfire.png',
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'tent_new_color': 'tent.png',
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'sleeping_bag_asset': 'sleeping_bag.png'
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}
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# Targets
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target_repo = '/Users/davidkotnik/repos/novafarma/main/assets'
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target_project = '/Users/davidkotnik/nova farma/main/assets'
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for key_pattern, dest_name in mapping.items():
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# Find the file in artifacts
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found_path = None
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for f in os.listdir(artifacts_dir):
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if key_pattern in f and f.endswith('.png'):
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found_path = os.path.join(artifacts_dir, f)
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break # Take the first match (most recent usually if unique names)
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if not found_path:
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print(f"Error: Could not find generated image for {key_pattern}")
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continue
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print(f"Processing {found_path} -> {dest_name}")
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img = cv2.imread(found_path, cv2.IMREAD_UNCHANGED)
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# 1. Remove Background (Simple Gray/Solid removal)
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# The generated images usually have a solid background (gray or greenish).
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# Best approach: Grab corner color and remove everything similar?
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if img.shape[2] == 3:
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img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
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# Sampling corners
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corners = [img[0,0], img[0, -1], img[-1, 0], img[-1, -1]]
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# Take the most common color (usually bg)
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bg_color = corners[0] # Naive approach
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# Tolerance
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tol = 30
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lower = np.clip(bg_color[:3] - tol, 0, 255)
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upper = np.clip(bg_color[:3] + tol, 0, 255)
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mask = cv2.inRange(img[:,:,:3], lower, upper)
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# Invert mask: we want to KEEP the foreground
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# Set alpha=0 where mask is true (background)
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img[mask > 0, 3] = 0
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# 2. Resize
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# Campfire: 128x128
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# Sleeping Bag: 128x128
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# Tent: 256x256
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target_size = (128, 128)
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if 'tent' in dest_name:
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target_size = (256, 256)
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# Resize maintaining aspect ratio? Or just fit?
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# Isometric assets often square-ish. Let's just resize to fit box.
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img = cv2.resize(img, target_size, interpolation=cv2.INTER_AREA)
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# Save
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local_dest = os.path.join(target_repo, dest_name)
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cv2.imwrite(local_dest, img)
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print(f"Saved cleaned {dest_name} to {local_dest}")
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# Copy to project
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proj_dest = os.path.join(target_project, dest_name)
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shutil.copy2(local_dest, proj_dest)
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print(f"Synced to {proj_dest}")
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if __name__ == "__main__":
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process_and_replace_assets()
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scripts/deploy_ui_assets.py
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scripts/deploy_ui_assets.py
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import cv2
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import numpy as np
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import os
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import shutil
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def clean_ui_assets():
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# Paths to the newly generated UI artifacts (Solid Magenta #FF00FF usually)
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# I have to hunt them down by pattern again
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artifacts_dir = '/Users/davidkotnik/.gemini/antigravity/brain/07019d04-a214-43ab-9565-86f4e8f17e5b'
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mapping = {
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'ui_health_bar': 'health_bar.png',
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'ui_inventory_slot': 'inventory_slot.png',
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'ui_action_button': 'action_btn.png',
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'ui_dialog_box': 'dialog_panel.png'
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}
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# Destination in new project
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target_repo_dir = '/Users/davidkotnik/repos/novafarma/main/assets'
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target_project_dir = '/Users/davidkotnik/nova farma/main/assets'
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# Also copy to DEMO_FAZA1/UI if it exists?
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demo_ui_dir = '/Users/davidkotnik/repos/novafarma/assets/DEMO_FAZA1/UI'
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if not os.path.exists(demo_ui_dir):
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os.makedirs(demo_ui_dir, exist_ok=True)
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for key_pattern, dest_name in mapping.items():
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found_path = None
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# Find latest file matching pattern
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candidates = []
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for f in os.listdir(artifacts_dir):
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if key_pattern in f and f.endswith('.png'):
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candidates.append(os.path.join(artifacts_dir, f))
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if not candidates:
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print(f"Skipping {key_pattern} (not found)")
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continue
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# Sort by mtime to get latest
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candidates.sort(key=os.path.getmtime, reverse=True)
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found_path = candidates[0]
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print(f"Processing {found_path}")
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img = cv2.imread(found_path)
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if img is None:
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print("Failed to load")
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continue
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# Convert to BGRA
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img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
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# Remove Magenta #FF00FF
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# OpenCV uses BGR: Magenta is (255, 0, 255) in BGR order
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# With tolerance just in case
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target = np.array([255, 0, 255])
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tol = 60 # strict-ish
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lower = np.clip(target - tol, 0, 255)
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upper = np.clip(target + tol, 0, 255)
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mask = cv2.inRange(img[:,:,:3], lower, upper)
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# Transparent wherever mask is true
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img[mask > 0, 3] = 0
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# Crop to content (non-transparent pixels)
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# Find bounding box of non-zero alpha
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alpha = img[:,:,3]
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coords = cv2.findNonZero(alpha)
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if coords is not None:
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x, y, w, h = cv2.boundingRect(coords)
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img = img[y:y+h, x:x+w]
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# Resize if massive? Generated images are likely 1024x1024
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# UI elements need to be manageable.
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# Health Bar: width 300?
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# Slot: 64x64 or 128x128?
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# Button: 128?
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# Panel: 400?
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h, w = img.shape[:2]
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new_w, new_h = w, h
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if 'health_bar' in dest_name and w > 400:
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scale = 400 / w
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new_w, new_h = int(w*scale), int(h*scale)
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elif 'inventory' in dest_name and w > 128:
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scale = 128 / w
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new_w, new_h = int(w*scale), int(h*scale)
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elif 'action' in dest_name and w > 140:
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scale = 128 / w
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new_w, new_h = int(w*scale), int(h*scale)
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elif 'dialog' in dest_name and w > 500:
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scale = 500 / w
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new_w, new_h = int(w*scale), int(h*scale)
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if new_w != w:
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img = cv2.resize(img, (new_w, new_h), interpolation=cv2.INTER_AREA)
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# Save to Main Assets
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dest_path = os.path.join(target_repo_dir, dest_name)
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cv2.imwrite(dest_path, img)
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print(f"Saved {dest_name} to {dest_path}")
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# Sync to demo folder
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shutil.copy2(dest_path, os.path.join(demo_ui_dir, dest_name))
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print(f"Synced to {demo_ui_dir}")
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# Sync to Project Folder
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shutil.copy2(dest_path, os.path.join(target_project_dir, dest_name))
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print(f"Synced to {target_project_dir}")
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if __name__ == "__main__":
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clean_ui_assets()
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65
scripts/generate_defold_tilemap.py
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65
scripts/generate_defold_tilemap.py
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import random
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import math
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def generate_defold_map():
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width = 30
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height = 20
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# Defold/Tileset Indices (0-based)
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# 0: Grass
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# 1: Water
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# 2: Tall Grass
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# 3: Dense Grass
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cells = []
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for x in range(width):
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# River logic: Sine wave center
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# y goes from 0 (bottom) to height (top) in Defold usually?
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# Actually Defold coords: (0,0) is bottom-left usually, but in Tilemap editor (0,0) is often bottom-left too.
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# Let's assume standard grid.
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river_center = 10 + int(3 * math.sin(x * 0.2))
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for y in range(height):
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tile_id = 0 # Default Grass
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# River check
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if y == river_center or y == river_center + 1:
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tile_id = 1 # Water
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else:
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# Random foliage on grass
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if random.random() < 0.10:
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tile_id = random.choice([2, 3])
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# Append cell string
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# Defold tilemap cell format
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cell_str = f""" cell {{
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x: {x}
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y: {y}
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tile: {tile_id}
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h_flip: 0
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v_flip: 0
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}}"""
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cells.append(cell_str)
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# Full file content
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content = f"""tile_set: "/main/ground.tilesource"
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layers {{
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id: "ground"
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z: 0.0
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is_visible: 1
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{chr(10).join(cells)}
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}}
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material: "/builtins/materials/tile_map.material"
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blend_mode: BLEND_MODE_ALPHA
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"""
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output_path = 'main/ground.tilemap'
|
||||
with open(output_path, 'w') as f:
|
||||
f.write(content)
|
||||
|
||||
print(f"Generated Defold tilemap at {output_path}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
generate_defold_map()
|
||||
64
scripts/generate_tmx.py
Normal file
64
scripts/generate_tmx.py
Normal file
@@ -0,0 +1,64 @@
|
||||
import random
|
||||
|
||||
def generate_tmx():
|
||||
width = 30
|
||||
height = 20
|
||||
tile_width = 256
|
||||
tile_height = 256
|
||||
|
||||
# GIDs based on the tileset we created:
|
||||
# 1: Grass (Base)
|
||||
# 2: Water
|
||||
# 3: Tall Grass
|
||||
# 4: Dense Grass
|
||||
|
||||
# 1. Create Data CSV
|
||||
# Initialize with Grass (1)
|
||||
grid = [[1 for _ in range(width)] for _ in range(height)]
|
||||
|
||||
# Add a River (Water = 2)
|
||||
# Simple sine wave river
|
||||
import math
|
||||
for x in range(width):
|
||||
# vary y around center (10)
|
||||
y_center = 10 + int(3 * math.sin(x * 0.2))
|
||||
if 0 <= y_center < height:
|
||||
grid[y_center][x] = 2
|
||||
# Make river wider?
|
||||
if y_center + 1 < height: grid[y_center+1][x] = 2
|
||||
|
||||
# Add random Foliage (3 or 4) on Grass only
|
||||
for y in range(height):
|
||||
for x in range(width):
|
||||
if grid[y][x] == 1: # If grass
|
||||
if random.random() < 0.1: # 10% chance
|
||||
grid[y][x] = random.choice([3, 4])
|
||||
|
||||
# Convert to CSV string
|
||||
data_lines = []
|
||||
for row in grid:
|
||||
data_lines.append(",".join(map(str, row)))
|
||||
csv_data = ",\n".join(data_lines)
|
||||
|
||||
# 2. Construct TMX Content
|
||||
# defined relative path to tileset: assets/ground_tileset.tsx (assuming level1.tmx is in main/, and assets is main/assets)
|
||||
|
||||
tmx_content = f"""<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="{width}" height="{height}" tilewidth="{tile_width}" tileheight="{tile_height}" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="assets/ground_tileset.tsx"/>
|
||||
<layer id="1" name="Tile Layer 1" width="{width}" height="{height}">
|
||||
<data encoding="csv">
|
||||
{csv_data}
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
"""
|
||||
|
||||
output_path = 'main/level1.tmx'
|
||||
with open(output_path, 'w') as f:
|
||||
f.write(tmx_content)
|
||||
|
||||
print(f"Generated {output_path}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
generate_tmx()
|
||||
85
scripts/make_full_tileset.py
Normal file
85
scripts/make_full_tileset.py
Normal file
@@ -0,0 +1,85 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
|
||||
def remove_pink_and_resize(image_path, target_size=(256, 256)):
|
||||
img = cv2.imread(image_path, cv2.IMREAD_UNCHANGED)
|
||||
if img is None:
|
||||
print(f"Failed to load {image_path}")
|
||||
return None
|
||||
|
||||
# Handle Alpha channel
|
||||
if img.shape[2] == 3:
|
||||
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
|
||||
|
||||
# Remove Pink (#FF00FF and range)
|
||||
# Convert to HSV might be safer, but exact #FF00FF is (255, 0, 255) in BGR
|
||||
# Let's target the magenta color.
|
||||
# BGR: 255, 0, 255
|
||||
lower_pink = np.array([250, 0, 250])
|
||||
upper_pink = np.array([255, 10, 255])
|
||||
|
||||
mask = cv2.inRange(img[:, :, :3], lower_pink, upper_pink)
|
||||
|
||||
# Set alpha to 0 where mask is true
|
||||
img[mask > 0] = [0, 0, 0, 0]
|
||||
|
||||
# Resize to fit 256x256
|
||||
# For a tileset grid, we usually want it to fill the tile or be centered?
|
||||
# User said "polagal čez plato". Let's simply resize to 256x256 for simplicity of the grid.
|
||||
# Distortion might occur but these are nature assets (grass).
|
||||
# Ideally preserve aspect ratio but for "Tileset Image" grid alignment, 256x256 is safest.
|
||||
resized = cv2.resize(img, target_size, interpolation=cv2.INTER_AREA)
|
||||
|
||||
return resized
|
||||
|
||||
def create_full_tileset():
|
||||
# Sources
|
||||
grass_path = 'main/assets/tla_trava_tekstura.png'
|
||||
water_path = 'main/assets/stream_water.png'
|
||||
high_grass_path = 'assets/DEMO_FAZA1/Vegetation/visoka_trava.png'
|
||||
dense_grass_path = 'assets/DEMO_FAZA1/Vegetation/grass_cluster_dense.png'
|
||||
|
||||
# Output
|
||||
output_png = 'main/assets/ground_tileset.png' # We update the existing one
|
||||
|
||||
# Process
|
||||
# 1. Base Grass (assumed clean)
|
||||
grass = cv2.imread(grass_path, cv2.IMREAD_UNCHANGED)
|
||||
if grass.shape[2] == 3: grass = cv2.cvtColor(grass, cv2.COLOR_BGR2BGRA)
|
||||
grass = cv2.resize(grass, (256, 256))
|
||||
|
||||
# 2. Water (assumed clean)
|
||||
water = cv2.imread(water_path, cv2.IMREAD_UNCHANGED)
|
||||
if water.shape[2] == 3: water = cv2.cvtColor(water, cv2.COLOR_BGR2BGRA)
|
||||
water = cv2.resize(water, (256, 256))
|
||||
|
||||
# 3. High Grass (Clean Pink)
|
||||
high_grass = remove_pink_and_resize(high_grass_path)
|
||||
|
||||
# 4. Dense Grass (Clean Pink)
|
||||
dense_grass = remove_pink_and_resize(dense_grass_path)
|
||||
|
||||
if high_grass is None or dense_grass is None:
|
||||
print("Error processing grass images.")
|
||||
return
|
||||
|
||||
# Combine: [Grass] [Water] [HighGrass] [DenseGrass]
|
||||
tileset = np.hstack((grass, water, high_grass, dense_grass))
|
||||
|
||||
# Save
|
||||
cv2.imwrite(output_png, tileset)
|
||||
print(f"Saved combined tileset to {output_png} with shape {tileset.shape}")
|
||||
|
||||
# Generate .tsx content
|
||||
tsx_content = f"""<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.10" tiledversion="1.10.2" name="ground_tileset" tilewidth="256" tileheight="256" tilecount="4" columns="4">
|
||||
<image source="ground_tileset.png" width="{tileset.shape[1]}" height="{tileset.shape[0]}"/>
|
||||
</tileset>
|
||||
"""
|
||||
with open('main/assets/ground_tileset.tsx', 'w') as f:
|
||||
f.write(tsx_content)
|
||||
print("Saved ground_tileset.tsx")
|
||||
|
||||
if __name__ == "__main__":
|
||||
create_full_tileset()
|
||||
47
scripts/make_tileset.py
Normal file
47
scripts/make_tileset.py
Normal file
@@ -0,0 +1,47 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
|
||||
def create_tileset():
|
||||
# Paths
|
||||
grass_path = 'main/assets/tla_trava_tekstura.png'
|
||||
water_path = 'main/assets/stream_water.png'
|
||||
output_path = 'main/assets/ground_tileset.png'
|
||||
|
||||
# Load images
|
||||
grass = cv2.imread(grass_path, cv2.IMREAD_UNCHANGED)
|
||||
water = cv2.imread(water_path, cv2.IMREAD_UNCHANGED)
|
||||
|
||||
if grass is None:
|
||||
print(f"Error: Could not load {grass_path}")
|
||||
return
|
||||
if water is None:
|
||||
print(f"Error: Could not load {water_path}")
|
||||
return
|
||||
|
||||
# Check dimensions
|
||||
# Assuming tiles are 256x256 based on previous instructions
|
||||
# We will resize if necessary but ideally they match
|
||||
print(f"Grass shape: {grass.shape}")
|
||||
print(f"Water shape: {water.shape}")
|
||||
|
||||
# Ensure 4 channels
|
||||
if grass.shape[2] == 3:
|
||||
grass = cv2.cvtColor(grass, cv2.COLOR_BGR2BGRA)
|
||||
if water.shape[2] == 3:
|
||||
water = cv2.cvtColor(water, cv2.COLOR_BGR2BGRA)
|
||||
|
||||
# Force resize to 256x256 if not (just to be safe for the tilesource)
|
||||
grass = cv2.resize(grass, (256, 256))
|
||||
water = cv2.resize(water, (256, 256))
|
||||
|
||||
# Combine horizontally (Tile 1, Tile 2)
|
||||
# Tilesource indexing usually starts at 1
|
||||
# So Tile 1 = Grass, Tile 2 = Water
|
||||
tileset = np.hstack((grass, water))
|
||||
|
||||
cv2.imwrite(output_path, tileset)
|
||||
print(f"Created tileset at {output_path} with shape {tileset.shape}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
create_tileset()
|
||||
60
scripts/prepare_camp_assets.py
Normal file
60
scripts/prepare_camp_assets.py
Normal file
@@ -0,0 +1,60 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
import shutil
|
||||
|
||||
def process_camp_assets():
|
||||
# Mappings: Source -> Destination Name
|
||||
assets = {
|
||||
'assets/references/taborni_ogenj.png': 'campfire.png',
|
||||
'assets/references/spalna_vreca.png': 'sleeping_bag.png',
|
||||
'assets/references/sotor_zaprt.png': 'tent.png'
|
||||
}
|
||||
|
||||
repo_root = '/Users/davidkotnik/repos/novafarma'
|
||||
target_dir_local = os.path.join(repo_root, 'main/assets')
|
||||
target_dir_project = '/Users/davidkotnik/nova farma/main/assets'
|
||||
|
||||
# Ensure dirs exist
|
||||
os.makedirs(target_dir_local, exist_ok=True)
|
||||
os.makedirs(target_dir_project, exist_ok=True)
|
||||
|
||||
for src_rel, dest_name in assets.items():
|
||||
src_path = os.path.join(repo_root, src_rel)
|
||||
if not os.path.exists(src_path):
|
||||
print(f"MISSING: {src_path}")
|
||||
continue
|
||||
|
||||
# Load
|
||||
img = cv2.imread(src_path, cv2.IMREAD_UNCHANGED)
|
||||
if img is None:
|
||||
print(f"FAILED TO LOAD: {src_path}")
|
||||
continue
|
||||
|
||||
print(f"Processing {src_rel} (Original: {img.shape})")
|
||||
|
||||
# Resize logic (Max dim 256 for small items, maybe 300 for tent?)
|
||||
# Let's verify size.
|
||||
h, w = img.shape[:2]
|
||||
max_dim = 256
|
||||
if 'sotor' in src_rel: max_dim = 300 # Tent slightly bigger
|
||||
|
||||
scale = 1.0
|
||||
if w > max_dim or h > max_dim:
|
||||
scale = max_dim / max(h, w)
|
||||
new_w = int(w * scale)
|
||||
new_h = int(h * scale)
|
||||
img = cv2.resize(img, (new_w, new_h), interpolation=cv2.INTER_AREA)
|
||||
|
||||
# Save to local repo
|
||||
dest_path_local = os.path.join(target_dir_local, dest_name)
|
||||
cv2.imwrite(dest_path_local, img)
|
||||
print(f"Saved to {dest_path_local} ({img.shape})")
|
||||
|
||||
# Copy to project folder
|
||||
dest_path_project = os.path.join(target_dir_project, dest_name)
|
||||
shutil.copy2(dest_path_local, dest_path_project)
|
||||
print(f"Synced to {dest_path_project}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
process_camp_assets()
|
||||
48
scripts/process_new_assets.py
Normal file
48
scripts/process_new_assets.py
Normal file
@@ -0,0 +1,48 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
import os
|
||||
|
||||
def process_stream_image():
|
||||
# 1. Load the stream image
|
||||
img = cv2.imread("assets/environment/stream_reference.png", cv2.IMREAD_UNCHANGED)
|
||||
|
||||
# If no alpha channel, add one
|
||||
if img.shape[2] == 3:
|
||||
img = cv2.cvtColor(img, cv2.COLOR_BGR2BGRA)
|
||||
|
||||
# Remove white/black background if present (assuming white based on typical reference images, or do refined masking)
|
||||
# The user image "uploaded_media_0" looks like an isometric block. It might have a white background.
|
||||
# Simple thresholding for white background removal:
|
||||
gray = cv2.cvtColor(img, cv2.COLOR_BGRA2GRAY)
|
||||
|
||||
# Create mask for whiteish pixels
|
||||
_, mask = cv2.threshold(gray, 240, 255, cv2.THRESH_BINARY)
|
||||
|
||||
# Invert mask (keep non-white)
|
||||
mask_inv = cv2.bitwise_not(mask)
|
||||
|
||||
# Apply to alpha channel
|
||||
# Note: This is a rough removal. Ideally we'd use the provided transparent asset if user gave PNG with alpha.
|
||||
# But often users upload screenshots.
|
||||
# Let's check if the corners are white.
|
||||
|
||||
# Actually, let's just use the image as is if it has alpha, else remove white.
|
||||
# But to be safe for "systematic" placement, let's resize it to a standard tile size or keep it prop-sized.
|
||||
# It looks like a big chunk. Let's keep resolution but ensure background is clean.
|
||||
|
||||
img[:, :, 3] = cv2.bitwise_and(img[:, :, 3], mask_inv)
|
||||
|
||||
# Save as the actual game asset
|
||||
cv2.imwrite("assets/environment/potok_segment.png", img)
|
||||
print("Stream segment processed and saved.")
|
||||
|
||||
def identify_and_remove_ugly_grass():
|
||||
# The user wants "the other grass image" removed.
|
||||
# Reference saved at assets/vegetation/ugly_grass_ref.png
|
||||
# We don't need to process it, just know that we need to stop using the asset that looks like this.
|
||||
# The user said "jo odstrani iz igre".
|
||||
# I suspect it matches 'trava_rob.png' or similar.
|
||||
# In the code, I will switch usage of 'trava_rob' to one of the better grasses.
|
||||
pass
|
||||
|
||||
process_stream_image()
|
||||
Reference in New Issue
Block a user