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