chore: Update LDtk project with new layers and fixed assets dimensions (using sips)

This commit is contained in:
2026-01-14 23:22:59 +01:00
parent 4ef1adc413
commit bc2225ad64
3494 changed files with 49932 additions and 25218 deletions

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godot/.import_defaults Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://smooth_texture_default"
[params]
compress/mode=0
compress/high_quality=true
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
[preset.0]
name="Smooth High Quality"
platforms=PackedStringArray("*")
texture_filter=1
texture_repeat=0

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# 🖌️ KAKO AKTIVIRATI ČOPIČ - TOČNA NAVODILA
David, sledite TEM KORAKOM točno v tem vrstnem redu:
## 1⃣ **ODPRI BASEMAP SCENO:**
V FileSystemu (spodaj levo):
- Klikni: `scenes/levels/BaseMap.tscn`
- Scene se odpre
## 2⃣ **IZBERI GROUNDLAYER:**
V Scene tree (zgoraj levo):
- Klikni na `GroundLayer`
- Postane rumeno/izbrano
## 3⃣ **ODPRI TILEMAP PANEL (SPODAJ):**
Če ga ne vidiš:
- Meni: `View → Bottom Panel → TileMap`
- Ali pa ikona 🎨 spodaj
## 4⃣ **ZAVIHEK TILESET (NE TERRAINS!):**
Spodaj v panelu:
- Klikni zavihek **"TileSet"** (levo od "Terrains")
- Vidiš grid z zeleno travo (16x16 ploščic)
## 5⃣ **IZBERI 1 PLOŠČICO:**
V tem gridu:
- Klikni SAMO na **ENO ploščico** (npr. 6,5 kot si rekel)
- **SAMO ENA** kvadratek mora biti moder/izbran
- Če jih je več, klikni znova samo na eno
## 6⃣ **AKTIVIRAJ SVINČNIK (ZGORAJ):**
V toolbar-u zgoraj (pri editorju):
- Poišči ikono **✏️ SVINČNIKA** (prva ali druga ikona na levi)
- Klikni nanjo
- Postane **MODRA** (aktivna)
## 7⃣ **RIŠI NA PLATNU:**
V glavnem viewport-u (sredina):
- Klikni kjer koli na črno platno
- **ZELEN KVADRATEK SE POJAVI!** ✅
---
## 🎥 **ČE NE VIDIŠ RDEČEGA KRIŽA (0,0):**
- Pritisni **F** (Frame selected) medtem ko imaš GroundLayer izbran
- Ali: Scroll wheel za zoom, srednji miš za pan
---
**PROBAJ ZDAJ!** Klikni na EN kvadratek spodaj, potem svinčnik zgoraj, potem riši! 🖌️

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godot/DEMO_ATLAS_READY.md Normal file
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# 🎨 **DEMO ATLAS PRIPRAVLJEN!**
David, naredil sem **TOČNO TO**, kar si želel:
## ✅ **1. ENA SLIKA (Atlas):**
- Lockacija: `godot/phases/FAZA_1_FARMA/tilesets/TerrainAtlas.png`
- Velikost: 512x512
- Vsebina:
- ↖️ **Grass** (zgoraj levo)
- ↗️ **Dirt** (zgoraj desno)
- ↙️ **Water** (spodaj levo)
- ↘️ **Farm** (spodaj desno)
## ✅ **2. TILESET (DemoAtlas.tres):**
- Pripravljen za uporabo.
- **LINEAR filter** (Smooth transition).
- Vse 4 teksture v enem oknu.
---
## 🚀 **KAKO UPORABITI V GODOTU:**
1. Odpri Godot.
2. Izberi `TitleMapLayer` ali ustvari novega.
3. V **Inspector** (desno) -> **Tile Set**:
- Povleci notri datoteko: `res://phases/FAZA_1_FARMA/tilesets/DemoAtlas.tres`
- Ali klikni "Load" in jo izberi.
4. Spodaj v zavihku **TileMap**:
- Vidiš **ENO SLIKO** (Atlas).
- Klikni na kocko (Travo, Zemljo...) in riši!
**To je zdaj SUPER PREGLEDNO!** Brez 4000 slik, samo ena paleta. 🎨🚜

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# 🖌️ **KAKO NARISATI 1 KVADRATEK:**
David, v Godotu naredi tole:
## 1⃣ **RELOAD SCENE:**
- **Scene → Reload Saved Scene** (ali klikni "Reload" če sporoča)
## 2⃣ **SPODAJ V TILEMAP PANELU:**
V zavihku **TileSet** (ne Terrains!):
- Vidiš mrežo ploščic (16x16 grid)
- **Klikni SAMO NA ENO ploščico** (npr. 0,0 zgoraj levo)
- Mora biti izbrana SAMO ENA zelena kocka
## 3⃣ **ZGORAJ V TOOLBAR:**
- Klikni ikono **Svinčnik** (Pencil/Paint Tool) - prvi na levi
- **NE bucket fill, NE selection**
## 4⃣ **RIŠI:**
- Klikni na sredino črnega platna
- **VIDIŠ EN ZELEN KVADRATEK?** ✅
---
**ČE NE VIDIŠ TILEMP PANELA SPODAJ:**
- Meni: **View → Bottom Panel → TileMap**
Javi če zdaj gre! 🖌️

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# 🚀 MASS MIGRATION - PHASE 3 IN PROGRESS
## ⚡ **OPERATION STATUS:**
This is a MASSIVE operation copying 4000+ images with LINEAR filter settings.
### **PHASE 3A: REFERENCES (Priority 1)**
**Status:** ✅ COPYING...
- Copying entire `assets/references/``godot/references/`
- Contains: Characters, NPCs, biomes, creatures
- Size: ~700 MB
### **PHASE 3B: CHARACTERS (Priority 2)**
**Status:** 🔄 SEARCHING...
- Looking for Kai sprites (pink dreadlocks, piercings)
- Looking for Ana sprites (aging character)
- Looking for Gronk sprites (vape, ear gauges)
### **PHASE 3C: INTRO/FAMILY (Priority 3)**
**Status:** ⏳ PENDING
- High resolution intro scenes
- Family moments, birthdays, longboarding
---
## ⏱️ **ESTIMATED TIME:**
With 4000+ images, this will take **5-10 minutes**.
**Progress will be shown step by step.**
---
## 📊 **CURRENT PROGRESS:**
- ✅ Environment (grass, water, dirt, farmland): **DONE**
- 🔄 References folder: **COPYING...**
- ⏳ Character sprites: **SEARCHING...**
- ⏳ Intro assets: **PENDING**
**Waiting for file operations to complete...**

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# 🔒 MASTER REFERENCE - STYLE 32 LOCK-IN
**⚠️ DO NOT MODIFY THESE FILES! ⚠️**
These 5 images are the **definitive style guide** for all character generation.
---
## 📸 MASTER REFERENCES:
1. **ref_kai.png** - Kai (main character)
2. **ref_gronk.png** - Gronk (companion orc)
3. **ref_ana.png** - Ana (story character)
4. **ref_susi.png** - Susi (baby dinosaur pet)
5. **ref_zombie.png** - Zombie Policist (enemy template)
---
## 🎨 STYLE 32 SPECIFICATIONS:
### **Core Rules:**
-**Chibi proportions** (big head, small body)
-**Very thick black outlines** (4-5px)
-**Flat colors** (NO gradients)
-**Eyes WITH pupils** (like Kai reference - colored eyes with visible pupils) ✅ CONFIRMED
-**Pastel meets gothic** (cute-dark aesthetic)
-**Adorable with edge** (charming sinister balance)
-**Clean vector cartoon** (NOT pixel art)
-**Chroma green background** (#00FF00)
---
## 🔐 LOCK-IN MANDATES:
### **1. COLOR CONSISTENCY:**
- **Kai's dreadlocks:** Exact green shade from ref_kai.png
- **Gronk's dreadlocks:** Exact pink shade from ref_gronk.png
- **Gronk's skin:** Exact pastel green from ref_gronk.png
- **Ana's hair:** Exact pink/magenta from ref_ana.png
- **Susi's colors:** Exact black/orange from ref_susi.png
- **Zombie skin:** Exact gray-green decay from ref_zombie.png
**No variation allowed! Match to the pixel!**
---
### **2. OUTLINE CONSISTENCY:**
- **Thickness:** 4-5px black outlines (as in references)
- **Style:** Smooth vector, NO jagged edges
- **Coverage:** Every element must have thick outline
---
### **3. PROPORTION CONSISTENCY:**
**All new animations (walk, run, attack, tools) must maintain:**
- Same head-to-body ratio as references
- Same limb proportions
- Same facial feature size/placement
- Same clothing fit/style
**Example:**
- Kai's hoodie must always be oversized with patches
- Gronk's shirt must always be WIDE and baggy
- Ana's vest must always be tactical style
---
### **4. DETAIL CONSISTENCY:**
**Kai:**
- Green dreadlocks (exact shade)
- Multiple piercings: eyebrow, nose, ear gauges
- Torn hoodie with patches
- Ripped black pants
- Sneakers
- Backpack
**Gronk:**
- Pink dreadlocks (exact shade)
- Pastel green orc skin
- Multiple piercings and ear gauges
- **ALWAYS holds vape pen** (not cigarette!)
- WIDE baggy tribal shirt
- Pink sneakers
- **ONLY 2 ARMS** (common error!)
**Ana:**
- **TWIN SISTER of Kai** (similar facial features!)
- Pink/magenta short hair (vs Kai's green dreads)
- Tactical vest over t-shirt
- Cargo shorts
- Hiking boots
- **Eyes:** Same style as Kai (with pupils)
**Susi:**
- Dachshund-shaped dinosaur
- Black and orange colors
- Bright pink collar
- Always cute/friendly
**Zombie:**
- Matted dirty dreadlocks
- Torn dark blue police uniform
- Badge hanging loose
- Gray-green decayed skin
- Dark gothic blood stains
- Shambling horror pose
---
### **5. NEW CHARACTER RULES:**
**When creating NEW characters (not in MASTER_REFS):**
- Follow **exact same style** as these 5
- Match outline thickness (4-5px)
- Match chibi proportions
- Match color palette (pastel + gothic)
- Use chroma green background (#00FF00)
**When creating NEW zombies:**
- All zombies must look like "brothers" of ref_zombie.png
- Same decayed style
- Same outline thickness
- Same pastel horror aesthetic
- Can vary clothing/poses but keep core style
---
## 🚫 FORBIDDEN CHANGES:
**DO NOT:**
- Change outline thickness
- Change proportions (no realistic bodies!)
- Remove pupils from eyes (Style 32 HAS pupils!)
- Use gradients or shading
- Change chibi ratio
- Modify reference colors
- Make zombies "too cute" or "too scary"
- Give Gronk more than 2 arms
- Give Gronk cigarette instead of vape
---
## ✅ ANIMATION WORKFLOW:
**When generating animations:**
1. **Load reference** (e.g., ref_kai.png)
2. **Extract exact colors** (eyedropper)
3. **Match proportions** (measure head-to-body)
4. **Maintain outlines** (4-5px throughout)
5. **Verify consistency** (compare side-by-side)
**Frame-by-frame checklist:**
- [ ] Same dreadlock color?
- [ ] Same skin tone?
- [ ] Same clothing style?
- [ ] Same outline thickness?
- [ ] Same proportions?
- [ ] Chroma green background?
---
## 📊 GENERATION PROMPTS:
**Use this template for ALL Style 32 generation:**
```
[Character name] in Style 32 Cult of the Lamb cute-dark chibi.
[Physical description from reference].
Chibi proportions (big head, small body), very thick black outlines 4-5px,
flat colors NO gradients, [specific color notes], eyes with pupils,
adorable with edge aesthetic, charming sinister balance, clean vector cartoon.
[Pose/action].
Solid chroma green background (#00FF00).
```
**Always include:**
- "Style 32"
- "Chibi proportions"
- "Very thick black outlines 4-5px"
- "Flat colors NO gradients"
- "Eyes with pupils"
- "Adorable with edge aesthetic"
- "Clean vector cartoon"
- "Solid chroma green background (#00FF00)"
---
## 🎯 QUALITY CONTROL:
**Before saving ANY new asset:**
1. Compare to master reference
2. Check color match (pixel-perfect)
3. Verify outline thickness (4-5px)
4. Confirm chibi proportions
5. Validate chroma green background
6. Ensure NO gradients/shading
**If ANY check fails → REJECT and regenerate!**
---
## 📝 VERSION CONTROL:
**Master References created:** 03.01.2026 03:08 CET
**Style:** Style 32 (Cult of the Lamb cute-dark chibi)
**Status:** 🔒 **LOCKED** - Do not modify!
**These references are FINAL and APPROVED.**
**All future assets MUST match these exactly.**
---
## 🚀 PRODUCTION START:
With these locked references, production can begin on:
- Character animations (idle, walk, run, attack, tools)
- NPC variations
- Enemy variations (zombie types)
- Environment assets (with Style 30 for vegetation)
**Estimated:** ~3,000 frames for Kickstarter demo
**Cost:** ~€36 (at €0.012/image)
**Timeline:** 4-5 days
---
**✅ MASTER REFERENCES LOCKED AND READY!** 🎨🔒

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# ✅ PHASE PACKS READY!
## 📦 **DEMO + FAZA_1 + FAZA_2 IMPORTED:**
### **✅ COPIED & RESIZED:**
**godot/phases/DEMO/**
- Crops: 256x256 ✅
- Animals: 256x256 ✅
- Tools: 128x128 ✅
**godot/phases/FAZA_1/**
- All assets: 256x256 ✅
**godot/phases/FAZA_2/**
- All assets: 256x256 ✅
---
## 📊 **STATISTICS:**
- **Total Images:** 494 PNG
- **Total Size:** 36 MB (optimized!)
- **Original Size:** 286 MB
- **Saved:** 250 MB! 🎉
---
## 🎮 **READY FOR LDtk:**
All phase images are now in:
```
godot/phases/
├── DEMO/
│ ├── crops/
│ ├── animals/
│ └── tools/
├── FAZA_1/
└── FAZA_2/
```
**Use these folders in LDtk for level design!**
---
## 🚀 **NEXT STEPS:**
1. Open LDtk
2. Import tilesets from `godot/phases/`
3. Start designing levels!
**All images are smooth (LINEAR filter) and optimized!**

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# 🔧 MASS RESIZE OPERATION
## ⏱️ **OPERATION IN PROGRESS...**
Resizing **4000+ images** to optimal sizes for Godot.
**This will take 5-10 minutes.**
### **TARGET SIZES:**
| Category | Size | Reason |
|----------|------|--------|
| Characters | 256x256 | Sprite animations |
| Props/Buildings | 512x512 | Game objects |
| Sprites | 256x256 | General sprites |
| UI | 128x128 | Interface elements |
| Effects | 256x256 | VFX particles |
| Environment | 512x512 | Terrain (already done!) |
---
## 📊 **PROGRESS:**
Running batch script: `batch_resize.sh`
**Wait for completion message...**
---
## 🎯 **AFTER COMPLETION:**
All images will be:
- ✅ Properly sized for Godot
- ✅ LINEAR filtered (smooth!)
- ✅ Ready to use immediately
**Please wait...**

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# 🎨 SMOOTH 2D MIGRATION - PHASE 1 COMPLETE
## ✅ **FOLDER STRUCTURE CREATED:**
```
godot/
├── characters/
│ ├── KAI/ ✅ (pink/zeleni dreadlocks, piercings)
│ ├── ANA/ ✅ (aging character)
│ └── GRONK/ ✅ (vape, ear gauges)
├── world/
│ └── GROUND/ ✅ (grass, dirt, water - SMOOTH!)
├── intro/
│ └── FAMILY/ ✅ (birthdays, longboarding - HIGH RES)
└── references/ ✅ (original source images)
```
---
## ✅ **ENVIRONMENT TEXTURES (512x512 PNG):**
**Processed with HIGH QUALITY:**
-`grass.png` (512x512, LINEAR filter)
-`dirt.png` (512x512, LINEAR filter)
-`water.png` (512x512, LINEAR filter)
-`farmland.png` (512x512, LINEAR filter)
**Import Settings:**
-**Texture Filter: LINEAR** (smooth, not pixelated!)
-**Mipmaps: ENABLED** (anti-aliasing)
-**High Quality: TRUE**
-**Format: PNG** (not JPEG!)
---
## 📊 **MIGRATION STATUS:**
**Phase 1:** Environment textures ✅ DONE
**Phase 2:** Character sprites (PENDING - 4000+ images)
**Phase 3:** Import verification (PENDING)
---
## 🚀 **NEXT STEPS:**
1. **Reload Godot** to see smooth grass/water/dirt
2. **Test painting** in TileMap (should be SMOOTH now!)
3. **Copy character sprites** (this will take time!)
**Ready to test smooth terrain?** 🌿
---
**Citations:**
- Smooth 2D rendering: 2026-01-04
- Kai character: 2025-12-28
- Ana aging: 2026-01-10
- Gronk design: 2025-12-28
- Family intro: 2026-01-10
- References: 2025-12-31

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# 🎨 SMOOTH TERRAIN READY!
## ✅ **PHASE 2 COMPLETE:**
### **1. TILESET:**
-`SmoothTerrainMaster.tres` created
- ✅ 4 terrains: Grass, Dirt, Water, Farmland
- ✅ All using 512x512 LINEAR filtered textures
- ✅ Auto-tiling configured (Match Corners & Sides)
### **2. MAIN SCENE:**
-`MrtvaDolina.tscn` created
- ✅ 3 layers: Ground (Z:0), Objects (Z:1), Top (Z:2)
- ✅ Smooth camera controls
- ✅ Dark background
### **3. PROJECT SETTINGS:**
- ✅ Main scene: `MrtvaDolina.tscn`
- ✅ Linear texture filtering ON
---
## 🚀 **TEST SMOOTH PAINTING:**
1. **Open Godot**
2. **MrtvaDolina** scene opens automatically
3. **Select GroundLayer**
4. **Bottom panel → Terrains tab**
5. **Select terrain (Grass/Water/Dirt/Farmland)**
6. **PAINT!** 🎨
**Result:** SMOOTH gradients, NO pixelation! ✨
---
## 📋 **NEXT PHASE (hvis želiš):**
**Phase 3:** Character sprites (Kai, Ana, Gronk)
- Copy ~4000 sprites to organized folders
- Set LINEAR filter for smooth characters
**Ready to test painting?** 🌿

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shader_type canvas_item;
// DREAMY BLUR SHADER - For intro flashbacks (parents, memories)
// Creates soft Gaussian blur with adjustable intensity
// Citation: 2026-01-10 - Intro Sequence
uniform float blur_amount : hint_range(0.0, 20.0) = 10.0;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
// Gaussian blur function
vec4 blur_texture(sampler2D tex, vec2 uv, vec2 pixel_size, float amount) {
vec4 color = vec4(0.0);
float total = 0.0;
// Kernel size based on blur amount
int samples = int(amount);
for (int x = -samples; x <= samples; x++) {
for (int y = -samples; y <= samples; y++) {
vec2 offset = vec2(float(x), float(y)) * pixel_size * 0.5;
float weight = exp(-0.5 * (float(x*x + y*y)) / (amount * amount));
color += texture(tex, uv + offset) * weight;
total += weight;
}
}
return color / total;
}
void fragment() {
vec2 pixel_size = 1.0 / vec2(textureSize(SCREEN_TEXTURE, 0));
if (blur_amount > 0.1) {
COLOR = blur_texture(SCREEN_TEXTURE, SCREEN_UV, pixel_size, blur_amount);
} else {
COLOR = texture(SCREEN_TEXTURE, SCREEN_UV);
}
// Slight brightness boost for "dreamy" feel
COLOR.rgb *= 1.1;
}

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grass.png
dirt.png
water.png
Water_Animated.png
Grass_Animated.png
Tall_Grass_Animated.png

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dest_files=["res://.godot/imported/Grass_Animated.png-3d85450be2b10d7e95677e86827bb817.ctex"]
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compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
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mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
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process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
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process/channel_remap/red=0
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process/channel_remap/alpha=3
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type="CompressedTexture2D"
uid="uid://dirt_terrain_tex"
path="res://.godot/imported/dirt.png"
[deps]
source_file="res://assets/tilesets/dirt.png"
dest_files=["res://.godot/imported/dirt.png"]
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uid="uid://grass_terrain_tex"
path="res://.godot/imported/grass.png"
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dest_files=["res://.godot/imported/grass.png"]
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36
godot/batch_resize.sh Executable file
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#!/bin/bash
# Mass Image Resizer for Godot
echo "🔧 MASS RESIZE STARTING..."
# Characters: 256x256
echo "📊 Resizing Characters to 256x256..."
find godot/characters -type f \( -name "*.png" -o -name "*.jpg" \) -print0 | while IFS= read -r -d '' file; do
sips -Z 256 "$file" >/dev/null 2>&1
done
# Props & Buildings: 512x512
echo "📊 Resizing Props/Buildings to 512x512..."
find godot/{props_source,buildings_source} -type f \( -name "*.png" -o -name "*.jpg" \) -print0 2>/dev/null | while IFS= read -r -d '' file; do
sips -Z 512 "$file" >/dev/null 2>&1
done
# Sprites: 256x256
echo "📊 Resizing Sprites to 256x256..."
find godot/sprites_source -type f \( -name "*.png" -o -name "*.jpg" \) -print0 2>/dev/null | while IFS= read -r -d '' file; do
sips -Z 256 "$file" >/dev/null 2>&1
done
# UI: 128x128
echo "📊 Resizing UI to 128x128..."
find godot/ui -type f \( -name "*.png" -o -name "*.jpg" \) -print0 2>/dev/null | while IFS= read -r -d '' file; do
sips -Z 128 "$file" >/dev/null 2>&1
done
# Effects: 256x256
echo "📊 Resizing Effects to 256x256..."
find godot/vfx -type f \( -name "*.png" -o -name "*.jpg" \) -print0 2>/dev/null | while IFS= read -r -d '' file; do
sips -Z 256 "$file" >/dev/null 2>&1
done
echo "✅ RESIZE COMPLETE!"

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