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>
170 lines
6.2 KiB
Python
170 lines
6.2 KiB
Python
"""A forged metal ring, plus the matcap needed to shade it as chrome.
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The Asheron's Call mark is a broken, hand-forged silver band enclosing a hooked
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glyph. A plain torus reads as a donut, so the tube radius is noise-modulated
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along the major angle and tapered to points at the break.
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Chrome needs environment reflection, which a Lambert rasterizer cannot give.
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A matcap (material capture) solves it: one image of a lit sphere, sampled by the
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camera-space normal. It is the standard cheap stand-in for a full env map.
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"""
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import numpy as np
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def _fbm(theta, seed=7, octaves=4):
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rng = np.random.default_rng(seed)
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out = np.zeros_like(theta)
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amp, freq = 1.0, 3.0
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for _ in range(octaves):
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phase = rng.uniform(0, 2 * np.pi)
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out += amp * np.sin(freq * theta + phase)
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amp *= 0.5
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freq *= 2.0
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return out / 1.9
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def forged_ring(R=1.0, r=0.135, nu=320, nv=44, gap_deg=26.0, gap_center_deg=90.0,
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rough=0.30, taper=2.2, seed=7, end_frac=0.16):
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"""Broken forged band in the XZ plane (so it faces a -Y camera)."""
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span = 360.0 - gap_deg
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start = gap_center_deg + gap_deg / 2.0
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u = np.radians(start + np.linspace(0.0, span, nu))
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v = np.linspace(0.0, 2 * np.pi, nv)
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t = np.linspace(0.0, 1.0, nu)
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# taper both ends of the band to points, and rough up the middle
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# only taper the last end_frac at each end, so the band stays a band
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ramp = np.clip(np.minimum(t, 1.0 - t) / max(end_frac, 1e-6), 0.0, 1.0)
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ends = ramp ** (1.0 / taper)
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tube = r * ends * (1.0 + rough * _fbm(u * 1.7, seed))
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tube = np.maximum(tube, r * 0.05)
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U, V = np.meshgrid(u, v, indexing="ij")
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T = np.broadcast_to(tube[:, None], U.shape)
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# slight out-of-plane wobble so it reads hand-made, not machined
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wob = 0.035 * _fbm(u * 2.3, seed + 3)[:, None]
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cx, cy = np.cos(U), np.sin(U)
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px = (R + T * np.cos(V)) * cx
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pz = (R + T * np.cos(V)) * cy
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py = T * np.sin(V) + wob
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P = np.stack([px, py, pz], axis=-1).reshape(-1, 3)
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# analytic-ish normals: outward from the tube centreline
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ccx = R * cx
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ccz = R * cy
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ccy = np.zeros_like(ccx) + wob
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C = np.stack([ccx, ccy, ccz], axis=-1).reshape(-1, 3)
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N = P - C
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ln = np.linalg.norm(N, axis=1, keepdims=True)
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N = N / np.where(ln < 1e-9, 1, ln)
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UV = np.stack([U / (2 * np.pi), V / (2 * np.pi)], axis=-1).reshape(-1, 2)
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tri = []
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for i in range(nu - 1):
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for j in range(nv - 1):
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a = i * nv + j
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b = (i + 1) * nv + j
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c = i * nv + (j + 1)
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d = (i + 1) * nv + (j + 1)
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tri.append((a, b, c))
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tri.append((b, d, c))
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return P, N, UV, np.array(tri, dtype=np.int64)
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def hook_glyph(scale=0.62, thick=0.115, nu=200, nv=28, seed=11):
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"""A tapering crescent hook, echoing the glyph inside the AC ring."""
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t = np.linspace(0.0, 1.0, nu)
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ang = np.radians(118.0 + t * 250.0)
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rad = scale * (1.0 - 0.30 * t)
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cx = np.cos(ang) * rad
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cz = np.sin(ang) * rad
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# taper: fat at the shoulder, needle at the tip
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tube = thick * (np.sin(np.pi * (0.18 + 0.82 * t)) ** 0.85) * (1.0 - 0.55 * t)
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tube = np.maximum(tube, thick * 0.04)
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v = np.linspace(0.0, 2 * np.pi, nv)
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U, V = np.meshgrid(t, v, indexing="ij")
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T = np.broadcast_to(tube[:, None], U.shape)
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# local frame along the curve
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dx = np.gradient(cx); dz = np.gradient(cz)
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tl = np.sqrt(dx * dx + dz * dz); tl = np.where(tl < 1e-9, 1, tl)
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tx, tz = dx / tl, dz / tl
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nx_, nz_ = -tz, tx # in-plane normal
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P = np.stack([
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(cx[:, None] + T * np.cos(V) * nx_[:, None]),
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(T * np.sin(V)),
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(cz[:, None] + T * np.cos(V) * nz_[:, None]),
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], axis=-1).reshape(-1, 3)
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C = np.stack([
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np.broadcast_to(cx[:, None], U.shape),
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np.zeros_like(U),
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np.broadcast_to(cz[:, None], U.shape),
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], axis=-1).reshape(-1, 3)
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N = P - C
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ln = np.linalg.norm(N, axis=1, keepdims=True)
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N = N / np.where(ln < 1e-9, 1, ln)
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UV = np.stack([U, V / (2 * np.pi)], axis=-1).reshape(-1, 2)
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tri = []
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for i in range(nu - 1):
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for j in range(nv - 1):
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a = i * nv + j; b = (i + 1) * nv + j
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c = i * nv + (j + 1); d = (i + 1) * nv + (j + 1)
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tri.append((a, b, c)); tri.append((b, d, c))
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return P, N, UV, np.array(tri, dtype=np.int64)
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def chrome_matcap(size=512, tint=(1.0, 1.0, 1.06), warm=(0.62, 0.55, 0.42)):
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"""Polished-silver matcap: bright sky above, dark horizon, warm ground."""
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y, x = np.mgrid[0:size, 0:size].astype(np.float32)
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x = (x / (size - 1)) * 2 - 1
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y = 1 - (y / (size - 1)) * 2
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r2 = x * x + y * y
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inside = r2 <= 1.0
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z = np.sqrt(np.clip(1 - r2, 0, 1))
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sky = np.clip(y * 0.5 + 0.5, 0, 1)
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# sharp horizon band -- what makes metal read as metal
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horizon = np.exp(-((y + 0.06) ** 2) / 0.0026)
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ground = np.clip(-y * 0.9 + 0.15, 0, 1)
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base = (0.16 + 0.72 * sky ** 1.7)[..., None] * np.array(tint, dtype=np.float32)
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base = base + 0.55 * horizon[..., None] * np.array([0.85, 0.90, 1.0], dtype=np.float32)
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base = base + 0.42 * (ground ** 1.6)[..., None] * np.array(warm, dtype=np.float32)
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# key specular + a secondary glint
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spec = np.exp(-(((x + 0.36) ** 2 + (y - 0.46) ** 2)) / 0.020)
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spec2 = np.exp(-(((x - 0.44) ** 2 + (y - 0.16) ** 2)) / 0.055)
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base = base + 1.5 * spec[..., None] + 0.40 * spec2[..., None]
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# rim brightening at grazing angles
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base = base + 0.55 * np.clip((r2 - 0.72) / 0.28, 0, 1)[..., None]
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rgb = np.clip(base, 0, 1.6)
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a = inside.astype(np.float32)
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return np.concatenate([rgb, a[..., None]], axis=2).astype(np.float32)
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def verdigris_matcap(size=512):
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"""Same form, aged bronze-green -- ties the ring to the mosswart palette."""
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m = chrome_matcap(size, tint=(0.72, 0.86, 0.58), warm=(0.50, 0.44, 0.18))
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m[..., 0] *= 0.78
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m[..., 1] *= 0.96
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m[..., 2] *= 0.62
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return m
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def merge(*meshes):
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"""Concatenate (P,N,UV,TRI,TEX) tuples into one mesh."""
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P, N, UV, TRI, TEX = [], [], [], [], []
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base = 0
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for p, n, uv, tri, tex in meshes:
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P.append(p); N.append(n); UV.append(uv)
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TRI.append(tri + base)
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TEX += tex
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base += len(p)
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return (np.concatenate(P), np.concatenate(N), np.concatenate(UV),
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np.concatenate(TRI), TEX)
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