@pietrovich/wot-utils 0.2.2 → 0.2.3

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package/README.md CHANGED
@@ -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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+
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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
@@ -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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+
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  ## Development
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  ### Running from source