Graphical asset editor for .isoa packs #21
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alpha:wave-0
alpha:wave-1
alpha:wave-2
alpha:wave-3
area:assets
area:combat
area:ecology
area:infra
area:render
area:scripting
area:ui
area:world
enhancement
epic
migration
post-alpha
roadmap
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type:bug
type:chore
type:design
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marco/IsoMmo#21
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Goal
A small cross-platform graphical editor to inspect and replace assets in our
.isoapacks (#2). Flow: open a pack → browse assets → preview (animated) → replace an asset's frames (import image) → save → pack updated. This is the tool that lets us progressively swap UO-derived art for our own original art, turning packs into committable, team-shared assets.Tech (agreed)
tools/IsoMmo.AssetEditor, referencingIsoMmo.Assets(#2).Scope
.isoapack; list its assets/animations.Definition of Done (delta)
Depends on
#2 (the
.isoaformat +IsoMmo.Assetslibrary) landing first.Tech pivot: the MonoGame.ImGuiNet package is malformed on net10 (DLL at package root, net6 target) and vendoring an ImGui renderer is ~350 unverifiable lines. Building the editor on our own MonoGame UI instead (SpriteBatch + FontStashSharp + a tiny inline widget set), reusing SpriteAnimator for live animation preview. Zero fragile deps, fully cross-platform, verifiable. Scope unchanged.
Done and merged to main (
126a3aa). Cross-platform MonoGame asset editor: open an .isoa pack + import replacement PNGs via OS-native dialogs (osascript/PowerShell/zenity, no NuGet), live animation preview, replace-frame, save. All art consolidated into one assets/assets.isoa (namespaced human/creature/static/land); just pack builds it; client reads the single pack. Artist guide in docs/asset-authoring.md. v1 replaces one frame at a time; batch/sprite-sheet import + anchor nudge are noted follow-ups.