@pietrovich/wot-utils 0.2.0 → 0.2.3
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- package/README.md +28 -0
- package/dist/index.js +448 -129
- package/package.json +3 -3
- package/scripts/bake-color-dmg-fsr-vr-rld.sh +0 -81
- package/scripts/bake-pogs-clear.sh +0 -7
- package/scripts/bake-pogs-color-dmg-fsr-vr-rld.sh +0 -7
- package/scripts/baker-lib.sh +0 -165
- package/scripts/extract-atlas-assets.ps1 +0 -120
- package/scripts/extract-atlas-assets.sh +0 -116
- package/scripts/replace-suffixed-with-base.sh +0 -44
package/README.md
CHANGED
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@@ -35,6 +35,9 @@ pie-wot vehicle stats # short-name character statistics
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pie-wot vehicle best-config # best module configuration per vehicle
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pie-wot vehicle chars # character distribution in short names
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pie-wot game extract-icon-assets # extract battle atlas files from a WoT installation
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pie-wot game extract-icons # (alias for extract-icon-assets)
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pie-wot atlas inspect <map> # list texture names in an atlas XML
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pie-wot atlas pick <map> <img> # extract a single named texture
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pie-wot atlas extract # extract all textures to a directory
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@@ -71,6 +74,31 @@ Available scripts:
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| `clear` | PogS clear variant (no colour background) |
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| `color` | PogS colour variant with DMG/FSR/VR/RLD labels |
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### Customizing battle atlases
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To replace vehicle icons in the Player Panels on the battle screen, you need to work with the game's atlas files.
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These are large texture sheets containing many icons packed together, defined by an XML location map.
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**Step 1: Extract original atlases from the game installation**
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```bash
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pie-wot game extract-icon-assets /path/to/wot /path/to/atlas-work
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```
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This extracts four files and converts the DDS textures to PNG for easier manipulation:
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- `battleAtlas.dds` (Player Panel icons)
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- `battleAtlas.xml` (location map)
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- `battleAtlas.dds` → `battleAtlas.png`
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- `vehicleMarkerAtlas.dds` (vehicle marker icons)
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- `vehicleMarkerAtlas.xml` (location map)
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- `vehicleMarkerAtlas.dds` → `vehicleMarkerAtlas.png`
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**Step 2–4: Split, replace, reassemble**
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Use the XML files to split the atlases into individual icon pieces, replace them with your custom versions,
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and reassemble into new atlases. The final PNG can be saved with a `.dds` extension — the game will load
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PNG-compressed assets transparently, giving you better quality than DDS without needing to encode to DXT5.
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## Development
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### Running from source
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