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asset-pipeline

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

asset-pipeline とは?

asset-pipeline is a Claude Code agent skill that 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.

対応~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/rehan-remade/universal-modder/tree/main/skills/asset-pipeline

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ドキュメント

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.

2. 2D pipeline

um sprite info raw.png                                    # size, alpha coverage, corner colour
um sprite cutout raw.png cut.png                          # flat bg → transparent (border flood fill keeps interior whites)
um sprite cutout raw.png cut.png --grey 150 --keep-top 0.8   # also remove a soft grey shadow / the floor under it
um sprite fit cut.png item.png --size 64x26 --hard-alpha  # trim + ONE nearest-neighbour scale into the frame
um sprite fit cut.png npc.png --size 38x34 --anchor bottom   # standing sprites sit on the frame's bottom edge
um sprite pixelate cut.png px.png --size 32x32 --colors 16 --outline   # true pixel art from painterly art
um sprite palette px.png px2.png --from stock_sprite.png  # snap to the game's own colours
um sprite frames npc.png frames/ --n 3 --kind bob          # cheap idle animation (bob/squash/wobble/flash)
um sprite sheet sheet.png frames/*.png --vertical         # Terraria-style strip (or --cols N grid)
um sprite slice sheet.png out/ --frame 32x32              # the other direction
um sprite team-mask unit.png unit_grey.png --hue blue     # player-colour mask (+ desaturated sprite)
um 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 the fal edit endpoint using the base sprite as reference ("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)

um fal model3d concept.png --name unit                   # textured GLB (Trellis 2 by default)
um 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
um 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 um 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 um fal run tripo3d/tripo/remesh [email protected] face_limit:=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: um fal texture generates it tiled. Check with um sprite tile-preview t.png t3.png. Fix seams on other images with um sprite seamless.
  • PBR sets: um fal pbr. 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 (um 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/).

6. Converting a guest game's Unity assets (mashups)

Read the user's own install with UnityPy and write a local, private resource pack. Never put the output in the mod, its repo or a release; each user runs the converter on their own copy.

  • Memory: UnityPy.load() decompresses a whole bundle (a 865 MB bundle became 8.7 GB of RAM). Decompress only the serialized files and read .resS / .resource lazily, block by block; run each converter module in its own process.
  • Environment: UnityPy.Environment(path=""), and load cross-referenced bundles together; otherwise UnityPy searches the working directory for missing dependencies.
  • Finding assets: Addressables bundle names are hashed per update (find them by prefix); Addressables 2.x has a binary catalog.bin. Map game objects to prefabs through their GUID keys, not by guessing names. Prefer the low-quality variant if one exists (same meshes, smaller textures).
  • Skinned meshes are stored in bind pose (often a T-pose). For the in-game look, evaluate the idle clip at t = 0 yourself (UnityPy reads AnimationClip objects but does not sample them; Generic clips bind Transforms by CRC32 of the path), rebuild world matrices, then skin.
  • Walk the hierarchy from the container root, skip inactive GameObjects and their children, and drop helper meshes (eyelids, ground shadows, stencil/outline materials).
  • Axes: Unity is left-handed, Minecraft right-handed: flip one axis for positions and normals and reverse the winding; flip V; clamp UVs. Verify with a named bone (the right hand ends on the right).
  • Shared atlases: crop each part's texture to its UV bounding box and remap UVs.
  • Audio: AudioClip.samples needs FMOD (fmod_toolkit); encode with ffmpeg to mono OGG.
  • Minecraft side: a pack needs pack.mcmeta (pack_format 15 for 1.20.1); ResourceLocations accept only [a-z0-9_./-]. For posed meshes, a custom mesh file drawn with RenderType.entityCutoutNoCull is more robust than forge:obj (block-atlas textures, usemtl).
  • Oracle: render preview sheets by re-reading the files you wrote, and look at them.

Individual skills in this repo

This repo contains 11 individual skills — each has its own dedicated page.

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.

game-automation

Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.

game-recon

Figure out how a specific installed game can be modded, before writing any mod code. Covers where it

game-research-websearch

Research a game, engine or modding technique on the open web with archive-aware, rate-limit-safe searches — Wayback Machine/archive.today for dead forums (XeNTaX, Zenhax, old threads), GitHub code/repo search, Nexus/Steam Workshop/Thunderstore APIs, Reddit JSON, YouTube transcripts, plus archive snapshots as evidence. Use when starting work on a game (

mashup-mods

Build cross-game mashups and total conversions, the

mod-any-game

Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game (

port-a-mod

Port an existing mod to a newer game version or another mod loader while keeping its behaviour, values and quirks. Typical cases are an old Forge 1.7.10 or 1.12 Minecraft mod moving to modern Fabric or NeoForge, a Skyrim LE plugin moving to SE/AE, or a tModLoader 1.3 mod moving to 1.4. It covers pinning one source version, a private decompiled reference, an adaptation matrix, extracting the mod

publish-mod

Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.

reverse-engineering

Read how a game actually works so a mod can hook it. Decompile .NET/Mono (ILSpy), IL2CPP (Cpp2IL, Il2CppDumper), Java (Vineflower) and native code (Ghidra, IDA, via MCP servers); dump data and asset formats; reverse-engineer a binary file format and prove it with a round trip; read live memory (Cheat Engine, Frida, x64dbg); find render passes (RenderDoc). Use when a mod needs game internals, e.g.

share-field-notes

Search and contribute to the shared AI-modding knowledge base, where field notes record how specific games were modded, decompiled or reverse-engineered (exact versions, route, engine facts, verification, gotchas). Use before starting work on a game (

showcase-video

Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube. Records the game window with only the game

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