Add 1g. 2D Export, Naming, and Godot Import

Alexander Sellite 2026-07-26 15:23:21 +00:00
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# 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