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Updated the outfitter key assets for endless-sky PR 10743 #186

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@xobes xobes commented Nov 6, 2024

endless-sky/endless-sky#10743

Artwork Checklist

I created a PR to the endless-sky-assets repo with the necessary image, blend, and texture assets

I created a PR to the endless-sky-high-dpi repo with the @2x versions of these art assets

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Is it expected to have a @2x file in the regular asset repo?

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Good question.
xobes, the 2x should probably be in a PR to the high dpi plugin.

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For reference, the corresponding PR is over there: endless-sky/endless-sky-high-dpi#430

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@xobes xobes Nov 21, 2024

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When I opened the .xcf file to apply shading, it was already sized for the @2x png, so I saved it off with a more appropriate name before re-sizing and applying to the regular sprite (and saving over the formerly @2x sized wrongly named .xcf file).

Perhaps I don't understand how these things are managed...
I thought that there was ONE source https://github.com/endless-sky/endless-sky-assets that drove two repositories

  1. normal resolution: https://github.com/endless-sky/endless-sky
  2. hi res @2x: https://github.com/endless-sky/endless-sky-high-dpi

The assets repo, from my understanding exists to make ALL assets of all sizes -- that or we have two sources and I don't know about the other one.

The .xcf file(s) exists to apply shadow to the output from the .svg, which I thought was the basis for both resolutions.

This PR (#186) is for the source material, which now has a .xcf file scaled for each resolution for the application of shading to the pristine .svg source to generate .png files which then go to the two repositories for resulting sprites.

@TheGiraffe3

Good question. xobes, the 2x should probably be in a PR to the high dpi plugin.

^-- your link is to the main repo, not the plugin.

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3 participants