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Fixed-SeedFixed-Seed/game-changer/skills/asset-pipeline/SKILL.md

asset-pipeline

Skill8 starsChanged 37 days agoMITView on GitHub

Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.

6 other projects use a version of this, 3 of them edited.

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Projects with it also use fal-assets.

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  • rehan-remadeSkill

    fal-assets

    Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.

    Also in 3 projects that use this

The file

We split this skill into the rules it gives an agent

3 rules. 0 are common, 1 is distinctive, and 2 are very specific to this project.

  • 0

    Common

    Most of the 6 edited versions we read keep these.

  • 1

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Before converting anything, open two or three of the game's own assets and write down in MODLOG.md:

    line 13
  2. Very specific:

    Painted / HD art: use fit --smooth.

    line 40
  3. Very specific:

    Put one converted asset into the game and screenshot it next to stock art (fsgc win shot).

    line 84

“Common” is measured: kept by at least 6 in 10 of the 6 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Asset pipeline: from art to engine-ready files

The fixedseed-assets skill makes pictures. This skill makes files the game accepts: the right size, frame layout, orientation, alpha, palette and format. All commands are fsgc sprite ... and fsgc 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.

2. 2D pipeline

fsgc sprite info raw.png                                    # size, alpha coverage, corner colour
fsgc sprite cutout raw.png cut.png                          # flat bg → transparent (border flood fill keeps interior whites)
fsgc sprite cutout raw.png cut.png --grey 150 --keep-top 0.8   # also remove a soft grey shadow / the floor under it
fsgc sprite fit cut.png item.png --size 64x26 --hard-alpha  # trim + ONE nearest-neighbour scale into the frame
fsgc sprite fit cut.png npc.png --size 38x34 --anchor bottom   # standing sprites sit on the frame's bottom edge
fsgc sprite pixelate cut.png px.png --size 32x32 --colors 16 --outline   # true pixel art from painterly art
fsgc sprite palette px.png px2.png --from stock_sprite.png  # snap to the game's own colours
fsgc sprite frames npc.png frames/ --n 3 --kind bob          # cheap idle animation (bob/squash/wobble/flash)
fsgc sprite sheet sheet.png frames/*.png --vertical         # Terraria-style strip (or --cols N grid)
fsgc sprite slice sheet.png out/ --frame 32x32              # the other direction
fsgc sprite team-mask unit.png unit_grey.png --hue blue     # player-colour mask (+ desaturated sprite)
fsgc sprite preview item.png look.png --scale 6             # checkerboard + zoom: LOOK at it before shipping
  • Pixel art: scale once, with nearest neighbour, to the final size. Never scale pixel art twice.
  • Painted / HD art: use fit --smooth.
  • Real frames: for animation frames beyond bob/squash, generate each frame with fsgc fixedseed edit using the base sprite as --ref ("same drone, rotors tilted, frame 2 of 4"), then cut out and fit each frame the same way. Or go 3D (below).

3. 3D → sprites (consistent angles and animations)

fsgc fixedseed model3d concept.png --name unit             # textured GLB (TRELLIS.2; --engine hunyuan|tripo|meshy)
fsgc render3d assets/gen/unit.glb frames/ --preset aoe2 --length 80 --forward-yaw -90 \
  --anims idle:10:bob,walk:12:walk,attack:16:lunge,death:20:die --shadows --samples 40
fsgc render3d assets/gen/unit.glb side/ --preset side --canvas 128 --length 110 --engine eevee   # platformer facing R + L

Presets:

PresetProjectionCameraFacings
aoe2ortho30°16 clockwise from east
iso8ortho30°8
trueisoortho35.264°8
topdownortho—8
sideortho—2 (right, left)
turntablepersp—24 (promo/icon spins)
  • --length sets the model's longest horizontal side in pixels at 1x, so match stock units.
  • --forward-yaw turns the model so its nose faces +X; check the first frame.
  • --shadows adds a shadow-only pass (*_s.png) for engines that keep shadows in their own layer.
  • Motions: bob, walk, lunge, die, wreck, spin.
  • Then pack with fsgc sprite sheet, or with an engine writer (e.g. examples/aoe2-de-civ/sld.py).
  • Needs Blender (blender on PATH or BLENDER=...). Cycles uses the GPU when available.
  • Dark generated textures: raise --sun / --ambient, or brighten in post.
  • For game-ready 3D (not sprites), remesh with fsgc fixedseed remesh assets/gen/unit.glb --faces 8000, then convert in Blender (GLB → FBX/OBJ) with the engine's scale and axis convention: Unity Y-up metres, Unreal Z-up centimetres, Bethesda NIF via PyNifly.

4. Textures and materials

  • Tiling: fsgc fixedseed texture generates it tiled. Check with fsgc sprite tile-preview t.png t3.png. Fix seams on other images with fsgc sprite seamless.
  • PBR sets: fsgc fixedseed pbr (basecolor, normal, roughness, metalness, height; fsgc fixedseed maps <image> --map depth|normals|albedo works on any image). Convert to the engine's packing: Unreal ORM (occlusion/roughness/metal in RGB), Unity metallic-smoothness (smoothness = 1 - roughness in alpha).
  • DDS: texconv (DirectXTex) or magick with DXT settings. BC7 for quality, BC1 for cutout sprites, BC3 when alpha is soft.

5. Verify in the game

Put one converted asset into the game and screenshot it next to stock art (fsgc win shot). Check the scale, facing, pivot, outline and palette. Fix the recipe, then batch-convert the rest with the same commands (a small script or Makefile, so the pipeline is reproducible from assets/gen/).

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