Albert Kharisov a0c16e8a19 Add protobuf versioning (#954) 4 vuotta sitten
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compiled a0c16e8a19 Add protobuf versioning (#954) 4 vuotta sitten
dolphin a39002ce22 [FL-2150] Dolphin animation refactoring (#938) 4 vuotta sitten
icons 7e2f0fcc22 [FL-2121] U2F GUI (#942) 4 vuotta sitten
protobuf @ 93b9cf3af7 a0c16e8a19 Add protobuf versioning (#954) 4 vuotta sitten
resources c77c6c30a2 Correct bruteforce TV db (#952) 4 vuotta sitten
.gitignore 665f6d7d9c Assets, Icons, UI toolkit. Part 1. (#202) 5 vuotta sitten
Makefile a0c16e8a19 Add protobuf versioning (#954) 4 vuotta sitten
ReadMe.md 9ade2349ad [FL-2188] Fix Desktop crush: stub dolphin stats (#950) 4 vuotta sitten
assets.mk a0c16e8a19 Add protobuf versioning (#954) 4 vuotta sitten

ReadMe.md

Requirements

  • Python3
  • ImageMagic
  • Make

Compiling

make all

Asset naming rules

Images and Animations

NAME_VARIANT_SIZE

  • NAME - mandatory - Asset name in CamelCase. [A-Za-z0-9], special symbols not allowed
  • VARIANT - optional - icon variant: can relate to state or rendering conditions. Examples: active, inactive, inverted.
  • SIZE - mandatory - size in px. Example square 10, 20, 24, etc. Example rectangular: 10x8, 19x5, etc.

Image names will be automatically prefixed with I_, animation names with A_. Icons and Animations will be gathered into icon.h and icon.c.

Dolphin and Games assets

Rules are same as for Images and Animations plus assets are grouped by level and level prepends NAME. Good starting point: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/AssetNaming/

Important notes

Don't include assets that you are not using, compiler is not going to strip unused assets.

Structure

  • compiled - Output folder for compiled assets.
  • dolphin - Dolphin game assets sources. Goes to compiled and resources folders.
  • icons - Icons sources. Goes to compiled folder.
  • protobuf - Protobuf sources. Goes to compiled folder.
  • resources - Assets that is going to be provisioned to SD card.