The latest sprite matching is kept in imageCompararer/noconsole_output.txt.csv
The file imageComparer/noconsole_output.txt.csv
contains the latest sprite matching.
The file imageComparer/manual_background_mapping.csv
contains the latest background matching (?).
TODO: create an archive with all the image assets in advance?
- For each game:
- Copy the modded game's
CG
folder toimageComparer\external\ps3\ep[EPISODE_NUMBER]\CG
. For example,imageComparer\external\ps3\ep9\CG
for episode 9 modded - Copy the unmodded game's
CG
folder toimageComparer\external\ryukishi\ep[EPISODE_NUMBER]\CG
. For exampleimageComparer\external\ryukishi\ep9\CG
for episode 9 unmodded
NOTE: For legacy reasons, the "manual match" column of the sprite matching file is never used. That column is only used in the background file.
- Update the
LAST_EPISODE
variable in utility.py, to reflect the number of episodes currently released (see thesteam_scripts
folder andps3_scripts
folder)
- Note: the generated files (
noconsole_output.*
) in the root directory will have every line changed compared to the previous version. This is normal.
- Run
py match_higurashi_sprites.py
. This will generate an automated matching. - Run
py update_existing_matching.py
. This will merge the just generated automated matching with the file atimageComparer/noconsole_output.txt.csv
, and output itmerged_output.csv
- Replace
imageComparer/noconsole_output.txt.csv
withmerged_output.csv
(you should compare the differences between these two files to make sure everything is correct) - Review the new rows in the file by calling
py compareImages.py sprite
from within theimageComparer
folder
- Make sure image comparer is setup and has all the CG files available (see above)
- You only need to check the new rows
- Check the automatic matches seem correct
- Search the .csv file for
NO_MATCH
- and fill in those matches
- Run
validate_matching.py [CHAPTER_NUMBER]
, and fix any problems that come up - Tell enumag to re-run his script for the new chapter with the updated mapping, and he should give you back a batch file
- enumag will give you back a .sh file which copies the files.
- add the line
set -e
to the top of this script if you want it to stop on the first error
- The batch file expects all the games
CG
folders merged together, then the top levelCG
folder renamed assprites
.
- drojf TODO: prepare a pre-generated version of this folder so it doens't need to be regenerated each timee
- script also expects a
transparent.png
dummy file which will bue substituted for characters who have no matching sprites
- Add the latest chapter's
CG
folder to the existingCG
folder pack - Run the script enumag gave you, fix if necessary
- This will produce an OGSprites folder to be included in the OG sprites and background pack
See the script match_higurashi_backgrounds.py
. I can't remember how much I got working, but you can ask me to have a look at it if it would be useful to you.
- automatic sprite match folders:
- normal: This folder shouldn't be used - it contains matches which consider the time-of-day variants, which isn't important to us as we can regenerate the time-of-day variants ourselves if we know the base sprite
- ignore_time_of_day: This contains the automated matches (output of the
match_higurashi_sprites_.py
script) which should be used. It ignores/merges the time-of-day variants.
- misc: I don't exactly remember, but Naegles helped me match some images (manually?) in the past. This folder contains the work they did.
- preprocessed_common: Contains extra images not present in the unmodded game, which are common to all arcs
- preprocessed_small: Contains extra images not present in the unmodded game, which are different for each arc (or not present for some arcs)
- ps3_scripts: Contains our mod's scripts, which reference the PS3 sprites and backgrounds
- steam_scripts: Contains the unmodded scripts, which reference the OG sprites and backgrounds
The folder structure has changed for the unmodded Higurashi games from ep9 (rei) onwards.
Previously, most images were placed directly in the CG folder with a unique filename.
Now sprites use the pattern StreamingAssets\CG\sprites\[CHARACTER_NAME](\[VARIANT])\[FILENAME].png
:
- The default outfit is like:
StreamingAssets\CG\sprites\mion\me_akuwaraia1.png
- The variant outfits are in a subfolder like:
StreamingAssets\CG\sprites\mion\sifuku\me_akuwaraia1.png
- Note that zoomed in images/eye images are in a folder like
StreamingAssets\CG\sprites\mion\eye\me_eyex1.png
Backgrounds use the pattern StreamingAssets\CG\sprites\[LOCATION]\[FILENAME].png
I have tried to compensate for this in the matching/image copying scripts, but please keep this in mind when browsing the files.