acdream had no application icon on either executable. Two marks now ship, built from the game's own material rather than drawn freehand: * Client - the retail mosswart head. Not an illustration of one: the actual creature mesh (Setup 0x02000B4F part 14, skin atlas 0x05001E11, ClothingBase 0x10000344) read out of client_portal.dat through acdream's own GfxObjMesh/SetupMesh port, then smoothed, lit and graded. Palette values are sampled from that texture, including the mustard belly the Mosswart lore calls a "foul yellow". * Launcher - a forged ring enclosing a barbed crescent, rebuilt from measurements of the retail wordmark and the acclient.exe icon resource. An original construction in the same visual language, not a copy of the trademarked logo. Its warm field matches the retail client icon. Three techniques carry the render quality, all in tools/IconForge: * PN-triangle tessellation (smooth.py). The retail head is 104 triangles and renders faceted. Each triangle becomes a cubic Bezier patch built from its own corner positions and normals, so the silhouette genuinely rounds rather than merely shading smoothly - and it needs no mesh connectivity, which matters because UV seams would otherwise pull apart. Normals are welded across coincident positions first, but only within a crease angle, so ear fins and tusk edges stay sharp. * Matcaps (ring.py). A Lambert rasterizer cannot produce chrome, because chrome is almost entirely reflection and there is nothing here to reflect. Sampling a lit-sphere image by the camera-space normal is the standard stand-in for an environment map. * Distance-transform bevelling (chisel.py). Flat shapes become chiselled metal by treating distance-to-edge as height. The height field is blurred before differentiating; without that the medial axis of each stroke shows through as a hatched ridge. Two facts worth recording, both discovered the hard way. Creature Setups define no upright pose in PlacementFrames, so the exporter must be handed the weenie's MotionTable id or all 17 parts stack on the origin. And a mosswart's eyes sit on the sides of the skull like a frog's, so a dead-on frontal turns them edge-on and the face stops reading as a mosswart at all; the hero angle is az 266 / el 32. Wiring: <ApplicationIcon> gives each executable its PE icon. The client's runtime window icon is embedded rather than copied beside the binary - a window icon has no sensible fallback if the file goes missing, and embedding survives single-file publish. WindowIconLoaderTests guards the resource names, which are coupled to LogicalName in the csproj by string alone and would otherwise fail only as a silently icon-less window. Both halves of the pipeline are deterministic and reproduce the committed PNGs byte-for-byte, so an accidental edit shows up as a diff. Solution builds clean; 14,378 tests pass on the standard hermetic lane filter, 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
144 lines
5.7 KiB
Python
144 lines
5.7 KiB
Python
"""Regenerate acdream's application icons into assets/icons/.
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py tools/IconForge/forge.py launcher # procedural, no game data needed
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py tools/IconForge/forge.py client # needs a mosswart mesh export
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py tools/IconForge/forge.py all
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The launcher mark is entirely procedural: a forged ring and the crescent glyph
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are generated from geometry in ring.py / ac_glyph.py and shaded through a
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matcap, so it rebuilds anywhere.
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The client mark renders the retail mosswart head, so it needs two inputs that
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come out of the installed DATs (see README.md):
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mosswart_mesh.json geometry export, Setup 0x02000B4F
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textures/0x05001E11... the skin atlas and its siblings
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Both default to --work, which is where those extraction steps write.
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"""
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import argparse
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import os
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import sys
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import numpy as np
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from PIL import Image, ImageChops, ImageFilter
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HERE = os.path.dirname(os.path.abspath(__file__))
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sys.path.insert(0, HERE)
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import ac_glyph as ag # noqa: E402
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import chisel # noqa: E402
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import compose # noqa: E402
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import launcher as lz # noqa: E402
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import render # noqa: E402
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import ring # noqa: E402
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import smooth # noqa: E402
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REPO = os.path.abspath(os.path.join(HERE, "..", ".."))
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ASSETS = os.path.join(REPO, "assets", "icons")
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# Sizes written as loose PNGs, and the subset baked into the .ico.
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PNG_SIZES = (1024, 512, 256, 128, 64, 48, 32, 24, 16)
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ICO_SIZES = [(16, 16), (24, 24), (32, 32), (48, 48), (64, 64), (128, 128), (256, 256)]
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# The head is part 14 of the mosswart Setup; see assets/icons/README.md.
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HEAD_PART = 14
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def _emit(master, stem):
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os.makedirs(ASSETS, exist_ok=True)
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master.save(os.path.join(ASSETS, f"{stem}-1024.png"))
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for s in PNG_SIZES:
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if s == 1024:
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continue
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master.resize((s, s), Image.LANCZOS).save(os.path.join(ASSETS, f"{stem}-{s}.png"))
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master.save(os.path.join(ASSETS, f"{stem}.ico"), sizes=ICO_SIZES)
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print(f" wrote {stem}-*.png and {stem}.ico into assets/icons/")
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def build_launcher(size=1024):
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"""Forged ring + barbed crescent, on the retail icon's warm field."""
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chrome = ring.chrome_matcap(768)
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def shade(mask, bevel, ao, exposure=1.0):
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return chisel.shade(ag.soften(mask, 1.2), chrome,
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bevel_px=int(size * bevel), profile="chisel",
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plateau=0.0, ao=ao, exposure=exposure)
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ring_img = shade(ag.thin_ring(size, R=0.86, thick=0.058), 0.026, 0.42)
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glyph_img = shade(ag.ac_glyph(size, R=0.68, inner_r=0.605, offset=0.275,
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rot_deg=-14), 0.034, 0.38, 1.06)
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# Glyph over ring with a soft cast shadow, so the ring reads as passing
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# behind the crescent the way it does in the retail wordmark.
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def over(base, top):
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a = top.split()[3].filter(ImageFilter.GaussianBlur(int(size * 0.012)))
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a = ImageChops.offset(a, 0, int(size * 0.006)).point(lambda v: int(v * 0.55))
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sh = Image.new("RGBA", base.size, (0, 0, 0, 0))
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sh.putalpha(a)
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return Image.alpha_composite(Image.alpha_composite(base, sh), top)
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sigil = over(Image.new("RGBA", (size, size), (0, 0, 0, 0)), ring_img)
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sigil = over(sigil, glyph_img)
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out, _ = lz.place(compose.field(size, "#3A3418", "#070803"), sigil, 0.94)
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out.putalpha(ImageChops.multiply(out.split()[3], compose.rounded_mask(size)))
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return out
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def build_client(work, size=1024):
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"""The retail mosswart head, smoothed, lit, and badged."""
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mesh_path = os.path.join(work, "mosswart_mesh.json")
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if not os.path.exists(mesh_path):
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raise SystemExit(
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f"missing {mesh_path}\n"
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"Export it first (see assets/icons/README.md) -- the client mark is\n"
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"rendered from the installed DATs, not from committed geometry.")
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textures = render.load_textures(render.all_texture_ids(mesh_path))
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if not textures:
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raise SystemExit(
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"no textures resolved. Dump the mosswart surfaces first "
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"(see assets/icons/README.md).")
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raw = render.load_mesh(mesh_path, parts_filter={HEAD_PART}, ignore_transform=True)
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head = smooth.smooth_mesh(raw, crease_deg=52, level=6)
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# az/el chosen because a mosswart's eyes sit on the sides of the skull like
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# a frog's: dead-on frontal turns them edge-on and the face stops reading.
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hero = render.render(
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head, textures, size=size, ss=3, fit=0.90, fov=30, az=266, el=32,
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key_col=(0.92, 0.94, 0.76), amb_top=(0.17, 0.22, 0.14),
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amb_bot=(0.03, 0.04, 0.02), fill_col=(0.13, 0.19, 0.10),
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rim_col=(0.58, 0.80, 0.28), spec_amt=0.46, spec_pow=20.0,
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exposure=0.88, gamma=1.28,
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key_cam=(-0.45, 0.55, 0.70), fill_cam=(0.80, 0.05, 0.35),
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rim_cam=(0.50, 0.35, -0.62))
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return compose.badge(hero, size, "rounded", occupancy=0.74, offset_y=0.02,
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inner="#243014", outer="#070A04")
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def main():
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ap = argparse.ArgumentParser(description=__doc__,
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formatter_class=argparse.RawDescriptionHelpFormatter)
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ap.add_argument("target", choices=("launcher", "client", "all"))
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ap.add_argument("--work", default=os.path.join(HERE, "work"),
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help="directory holding the DAT export inputs (client only)")
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ap.add_argument("--size", type=int, default=1024)
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args = ap.parse_args()
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if args.target in ("launcher", "all"):
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print("forging launcher icon...")
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_emit(build_launcher(args.size), "acdream-launcher")
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if args.target in ("client", "all"):
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print("forging client icon...")
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render.TEXDIR = os.path.join(args.work, "textures")
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_emit(build_client(args.work, args.size), "acdream-client")
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print("done.")
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if __name__ == "__main__":
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main()
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