From d7dddfdcec23255558fe688d9f590361fa42eabb Mon Sep 17 00:00:00 2001 From: Alexander Sellite Date: Sun, 26 Jul 2026 15:23:21 +0000 Subject: [PATCH] Add 1g. 2D Export, Naming, and Godot Import --- ...2D-Export%2C-Naming%2C-and-Godot-Import.md | 220 ++++++++++++++++++ 1 file changed, 220 insertions(+) create mode 100644 1g.-2D-Export%2C-Naming%2C-and-Godot-Import.md diff --git a/1g.-2D-Export%2C-Naming%2C-and-Godot-Import.md b/1g.-2D-Export%2C-Naming%2C-and-Godot-Import.md new file mode 100644 index 0000000..f47bbcc --- /dev/null +++ b/1g.-2D-Export%2C-Naming%2C-and-Godot-Import.md @@ -0,0 +1,220 @@ +# 2D Export, Naming, and Godot Import + +This page defines file naming, export preparation, and Godot import expectations for NETFISHING 2D assets. + +## Naming convention + +Use lowercase filenames with underscores. + +Good: + + bluegill_journal.png + coffee_icon.png + tab_freshwater.png + grass_olive_tile.png + shirt_oversized_navy.png + +Avoid: + + Bluegill Final.png + fishNEW2.png + Untitled.png + icon.png + asset_final_final.png + +## Suffixes + +Use descriptive suffixes where helpful. + +Examples: + +- `_icon` +- `_thumbnail` +- `_journal` +- `_portrait` +- `_tile` +- `_panel` +- `_frame` +- `_normal` +- `_hover` +- `_pressed` +- `_disabled` +- `_selected` + +Examples: + + fishing_rod_icon.png + bluegill_thumbnail.png + bluegill_journal.png + button_primary_hover.png + panel_inventory.png + +## Source and export paths + +Suggested structure: + + art/source/icons/items/coffee.aseprite + art/exported/icons/items/coffee_icon.png + + art/source/fish/bluegill.aseprite + art/exported/fish/bluegill_journal.png + + art/source/environment/grass/grass_olive.aseprite + art/exported/environment/grass/grass_olive_tile.png + +Follow issue-specific paths when provided. + +## Export preparation + +Before export: + +- Hide reference layers +- Remove notes from the canvas +- Remove unused frames +- Check transparency +- Check canvas size +- Check palette +- Remove stray pixels +- Confirm intended orientation +- Confirm animation timing where applicable +- Confirm file naming + +## PNG export + +Use PNG for most raster assets. + +Check: + +- Correct dimensions +- Correct alpha channel +- No matte background +- No lossy compression +- No unintended resizing +- No automatic smoothing +- No hidden reference image + +## SVG export + +SVG should: + +- Use local paths +- Avoid embedded raster images unless approved +- Avoid external fonts +- Avoid external linked files +- Use a reasonable viewBox +- Avoid editor-specific metadata where possible +- Render correctly in Godot + +Convert text to paths only when the text is fixed artwork and licensing allows it. + +Ordinary UI text should remain separate in Godot. + +## Godot import settings for UI pixel art + +Typical settings: + +- Filter: off +- Mipmaps: off +- Repeat: disabled +- Compression: lossless +- Size limit: disabled unless needed + +Check the imported texture in Godot rather than assuming defaults. + +## Godot import settings for tiled environment textures + +Typical settings require testing: + +- Repeat: enabled +- Mipmaps: often enabled +- Compression: lossless or tested GPU compression +- Filter: nearest or carefully tested alternative +- Anisotropic filtering: consider for angled surfaces + +The best setting depends on the texture and material. + +## Region filtering defaults + +The project may establish global texture-import defaults later. + +Until then, contributors should document recommended settings but should not edit unrelated project-wide import settings without approval. + +## Sprite sheets + +When an issue requests a sprite sheet, document: + +- Frame width +- Frame height +- Number of columns +- Number of rows +- Frame order +- Frame duration +- Loop behavior +- Pivot or alignment point + +Keep consistent spacing. + +Avoid unnecessary empty pixels between frames unless the importer requires them. + +## Animation source + +Provide editable animation source. + +Do not submit only a flattened GIF. + +Preferred exports may include: + +- Sprite sheet PNG +- Individual frame PNGs +- Aseprite source +- Timing documentation + +## Texture margins + +Keep important art away from the canvas edge where: + +- Selection borders may appear +- Nine-patch stretch may occur +- Texture bleeding could occur +- Atlas packing may require padding + +For atlased textures, edge padding may be added during integration. + +## Color consistency + +Compare the exported asset with the source. + +Check for: + +- Gamma shifts +- Washed-out colors +- Incorrect transparency +- Premultiplied-alpha halos +- Palette conversion +- Color-profile changes + +## In-game validation + +Test the asset: + +- In its intended Control or Sprite node +- At actual dimensions +- At common window sizes +- Against expected backgrounds +- With hover and selection overlays +- In Compatibility renderer +- During camera movement for environment textures + +## Required notes + +Every submission should document: + +- Source dimensions +- Export dimensions +- File format +- Transparency +- Tiling +- Animation +- Intended import settings +- Intended Godot use +- Known limitations \ No newline at end of file