Всё, из чего собираются спрайты, и ничего собранного. Источник истины —
assets/manifests и assets/*/catalog.yaml; PNG, .sfa и contact sheet остаются
за бортом, потому что воспроизводятся командой (docs/12-assets.md).
assets/manifests что и как рендерить: окружение, твари, агенты, предметы
assets/agents паперdoll-риг восьми направлений, каталог снаряжения
assets/monsters пять морфологий, каждая своим ригом (docs/14-monsters.md)
assets/sources исходные развёртки и импорты
assets/art_masters мастер-развёртки, по которым сверяется стиль
tools/ сборка ассетов, покрытие, генераторы, blender-скрипты
generated/ заголовки с константами SF_ASSET_*: без них игра не
соберётся, поэтому они в репозитории, хотя и производные
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
57 lines
1.7 KiB
YAML
57 lines
1.7 KiB
YAML
# Production agent sources rendered directly by SpriteForge. Project-specific
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# object names live here; the standalone tool only understands logical layers.
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version: 1
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defaults:
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backend: blender
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dirs: 8
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fps: 12
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size: 70x90
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postprocess_scale: 0.25
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pivot: "140,348"
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tags: [agent, modular, blender]
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agent_body_sleek:
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rig: ../agents/agent_rig.blend
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parts: {body: body_sleek_mesh}
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anims: [idle, walk, attack]
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params: &agent_render
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executable: blender
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render_size: 280x360
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ortho_scale: 3.2142857
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elevation: 26.565
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camera_distance: 10
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# With the 26.565 degree camera this projects world origin (the point
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# between the feet) to the declared supersampled pivot at y=348.
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camera_target: [0, 0, 1.70]
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direction_offset_deg: -90
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engine: BLENDER_EEVEE
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samples: 16
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actions: {idle: idle, walk: walk, attack: attack}
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frames: {idle: 4, walk: 8, attack: 6}
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loop_sampling: true
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part_members:
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body: [body_sleek_mesh, body_sleek_helmet, body_sleek_visor,
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body_sleek_respirator, body_sleek_collar]
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agent_armor_vest:
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tags: [agent, modular, blender, armor, paperdoll_layer]
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rig: ../agents/agent_rig.blend
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parts: {armor: armor_vest_shell}
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anims: [idle, walk, attack]
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params:
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<<: *agent_render
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part_members:
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armor: [armor_vest_shell, armor_vest_chest_plate,
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armor_vest_mag_l, armor_vest_mag_r]
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agent_weapon_rifle:
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tags: [agent, modular, blender, weapon, paperdoll_layer]
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rig: ../agents/agent_rig.blend
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parts: {weapon: weapon_rifle_receiver}
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anims: [idle, walk, attack]
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params:
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<<: *agent_render
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part_members:
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weapon: [weapon_rifle_receiver, weapon_rifle_barrel,
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weapon_rifle_stock, weapon_rifle_optic]
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