asset-pipeline
Installation
SKILL.md
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.