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Polygon generation from script #1

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wants to merge 27 commits into from
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Polygon generation from script #1

wants to merge 27 commits into from

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nenau-again
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Ok, for some reason that I don't understand, github refuses to make a PR to naev/naev-atwork. Can you take the file from here ?

enignaev and others added 27 commits August 2, 2013 10:48
Add Thurion logo by Azar Wolf, vectorized by me
added uninhabited-jungle dot blend
added the dot blend of residential.png
linked the textures to residential.blend
Add two new Thurion ships and outfits
New outfit models by Unnamed
added dot blends of landingport images
more fixes for render scripts -  forgot premul to transparent in render_...
Matches naming of files in naev repo.
Added the .blend of scrapped station landingport image
@ids1024
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ids1024 commented Mar 3, 2020

Ok, for some reason that I don't understand, github refuses to make a PR to naev/naev-atwork

You'll need to re-clone naev-artwork and add the file. @bobbens suggested using git LFS, and I migrated the repo to that, which required editing all the git history.


if __name__ == "__main__":
#pntNplg = polygonFromPng('../../../naev/dat/gfx/ship/admonisher/admonisher.png',8,8,150,3,6)
pntNplg = polygonFromPng('../../../naev/dat/gfx/outfit/space/caesar.png',6,6,150,2,4)
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Having to manually edit this each time a polygon is generated, and tune the parameters is counterproductive to the aim I stated in naev#11.

Could the script be modified to include the right parameters for each ship and be able to generate them all?

@nenau-again
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I'll do that.
There is just a problem with autocannon.png, that has strange pixels here and there. For this one, I had to manually disable the refining process. It could be solved if we edit directly the png and erase the meaningless pixels. Would that be right ?

@nenau-again
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Transferred to naev/naev-artwork

@nenau-again nenau-again closed this Mar 3, 2020
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6 participants