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scene-prop-set

Generate non-pixel-art scene prop sets from one real source sheet and deliver fixed-slot AtlasTexture resources.

Install / Use

npx skills add RandallLiuXin/GodotMaker --skill scene-prop-set

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

81/100

Category

Other

Supported Platforms

Universal

Tags

Our assessment of scene-prop-set

scene-prop-set scores 81/100 on our quality scale, 206th of 249 Other skills we index.

Its SKILL.md is 10 KB long, split into 4 sections with 3 code examples: a thorough specification that gives an agent plenty to work with.

It has 549 GitHub stars, a meaningful sign that others use it.

Substance
29/30
Structure
14/20
Description
12/15
Adoption
12/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated 18 days ago, so scene-prop-set is actively maintained.
  • No license is declared. By default that means all rights are reserved: you can read it, but reusing or redistributing it is not clearly permitted. Ask the author before building on it commercially.
  • Its trust signals score 88/100, with 1 caution from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

scene-prop-set compared with similar skills

All 4 of these similar skills score higher than scene-prop-set; compare them before choosing.

SkillScoreStarsUpdatedFormat
scene-prop-set (this skill)by RandallLiuXin8154918d agoSKILL.md
algorithmic-artby anthropics100177.9k13d agoSKILL.md
pptxby anthropics100177.9k13d agoSKILL.md
designby nextlevelbuilder100130.2k14d agoSKILL.md
ui-ux-pro-maxby nextlevelbuilder100130.2k14d agoSKILL.md

Frequently asked questions

How do I install scene-prop-set?
Run npx skills add RandallLiuXin/GodotMaker --skill scene-prop-set. The install tabs above show the steps for each supported agent.
Which AI agents does scene-prop-set work with?
It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
Is scene-prop-set safe to use?
It declares no license and scores 88/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is scene-prop-set still maintained?
The repository was last updated 18 days ago, so scene-prop-set is actively maintained.

name: scene-prop-set description: Generate non-pixel-art scene prop sets from one real source sheet and deliver fixed-slot AtlasTexture resources.

Scene Prop Set Asset

Use this Skill for a set of standalone foreground props derived from a scene, map, stage reference, or an explicit scene brief. It produces usable prop resources only. It does not perform scene placement, PackedScene creation, TileMap editing, collision, navigation, scripts, and gameplay behavior are outside this Skill. Do not use it for pixel art, characters, UI, backgrounds, terrain, or generic compact pickup packs.

Contract

Accept the shared Asset Skill request schema at .godotmaker/asset-runtime/schema/asset-skill-request.schema.json with asset_type: "scene-prop-set". Use the shared result schema and checker. This Skill can be invoked directly or by an orchestrator with the same contract. Do not read or write ASSETS.md, tags, stage state, or generated manifests. Read .godotmaker/asset-runtime/asset-skill-contract.md before producing a result; this family adds the source-sheet and atlas rules below.

references is optional. Without references, derive the visual direction and complete object list from the written brief. With references, every path must be a readable image, every declared role must be preserved, and the actual images must be supplied to the pinned provider. A path mentioned only in prompt text is not reference use. If the selected provider cannot attach a required image, return STOP. Never silently change native, codex, gemini, openai, or wan to another provider. For Codex, call image generation with referenced_image_paths containing every readable local reference image.

Reject pixel-art requests. Request painted, illustrated, or rendered non-pixel-art source art. Do not use nearest-neighbor scaling or describe a normal image as pixel art after processing.

The family-specific spec is the exact fixed-slot declaration passed to tools/asset_atlas_assemble.py --declaration after source processing:

{
  "version": 1,
  "atlas": {"width": 512, "height": 256},
  "slots": [
    {"name": "market_stall", "rect": [0, 0, 144, 128], "source": ".godotmaker/asset-generation/normalized/market-stall/market_stall.png", "pivot": [0.5, 1.0]},
    {"name": "lantern_post", "rect": [160, 0, 64, 160], "source": ".godotmaker/asset-generation/normalized/market-stall/lantern_post.png", "pivot": [0.5, 1.0]}
  ]
}

Slot rectangles are explicit, positive, and non-overlapping [x, y, width, height] values. Their positions are never inferred or auto-packed. Autoslice is allowed only to discover separated source candidates before assembly; it must not invent semantic regions, merge touching props, or alter the declared atlas slots. No automatic packing is permitted. asset_atlas_assemble.py writes canonical lexicographic metadata region order; use it when compiling and reporting the resources. source names the already-normalized image that will fill the declared slot. pivot is optional and defaults to [0.5, 0.5].

The shared physical atlas and metadata use stable paths:

res://assets/generated/scene-prop-set/<asset_id>/<asset_id>.png
res://assets/generated/scene-prop-set/<asset_id>/<asset_id>.json

Every declared logical prop receives one independent runtime resource:

res://assets/generated/scene-prop-set/<asset_id>/<logical_prop_id>.tres

Return one shared generic result with one region_atlas source and one runtime AtlasTexture output per declared slot. Output names exactly equal metadata region names. Internal processing reports and provenance remain sidecar evidence, never extra keys in the generic result.

Produce

  1. Validate the request, provider, slot declaration, object names, and optional references before generation. A PackedScene request, unreadable required reference, unsupported provider attachment, contradictory request, or an invalid slot declaration is a real STOP. Do not ask the execution prompt to decide this outcome.

  2. Generate one real provider source sheet for this asset_id, containing all requested props as visibly separated objects on a solid #FF00FF background. This is one image-generation attempt for the complete set, rather than separate per-slot provider calls. Require no text, labels, UI, actors, floor plane, grid lines, annotations, or watermarks. Keep the provider pixels unchanged at .godotmaker/asset-generation/sources/<asset_id>_source.png.

  3. Record provenance through the pinned provider's controlled report or claim tool. For Codex, before the call write a one-item plan under .godotmaker/asset-generation/ containing its exact project-relative source_path, every request reference as {role, path}, and require_provider_trace: true even when references is []. After the one image_gen call, write its controlled generated-path report with asset_id, generated_path, references, and provider_trace containing provider, coding model, reasoning, image call identity, image-model identity, and the exact referenced_image_paths supplied to the call. Then run python .godotmaker/asset-runtime/tools/codex_image_claim.py --plan ... --report ... --project-root . --out-report .godotmaker/asset-generation/reports/<asset_id>_source.json. The resulting claim must retain those fields, including empty reference lists for a no-reference request. Never hand-write provider provenance or set require_provider_trace false for this family. For API-backed providers, use tools/asset_source_generate.py --spec with its controlled report path.

  4. Use the raw source sheet directly with the owned deterministic processor:

    python tools/asset_sheet_process.py --source .godotmaker/asset-generation/sources/<asset_id>_source.png --out-dir .godotmaker/asset-generation/candidates/<asset_id> --names <declared-slot-names-in-reading-order> --asset-id <asset_id> --background magenta --snap-mode autoslice --report .godotmaker/asset-generation/reports/<asset_id>_autoslice.json
    

    Do not pass --grid to autoslice. The supplied names count must exactly equal the detected disconnected regions. needs_regeneration, touching props, split props, opaque magenta, an absent requested object, or an unreadable source is diagnostic evidence: repair the source layout, prompt, or processing parameters and re-run. Do not silently discard, merge, or publish partial candidates.

  5. Run tools/asset_curation_select.py for every selected candidate, first writing its selected copy under .godotmaker/asset-generation/selected/<asset_id>/<logical_prop_id>.png. Preserve the shared autoslice/curation report, selected state, and source lineage. A selection failure is a repair diagnostic, not permission to substitute a different prop.

  6. Run tools/asset_image_finalize.py separately for every selected prop with its declared slot size. For a slot named <logical_prop_id>, use the selected copy as --source, the declaration's source as --out, --resize <slot-width>x<slot-height>, --background magenta, --label <logical_prop_id>, --no-origin, and write .godotmaker/asset-generation/reports/<asset_id>_<logical_prop_id>_finalize.json. preserve aspect ratio and center the prop with transparent padding. Never resize the whole sheet before autoslice and never stretch a tall or wide prop to fill a slot.

  7. Assemble only the normalized per-prop PNGs through tools/asset_atlas_assemble.py. It writes the stable atlas PNG and metadata at the paths above. The metadata is the only runtime authority for named regions and pivots.

  8. Compile every metadata region with .godotmaker/asset-runtime/asset_compiler/atlas_texture.py, using the stable atlas, metadata path, and that exact logical region name. The output .tres filename must equal its logical prop id.

  9. Run the controlled validation command below for applicable L0-L4. It owns the family standalone_validation.py binding, writes the returned generic result back to <asset_id>-result.json, and records production diagnostics beside it. By default it resolves this project's configured godot_path; --godot-path is an explicit production-run override:

    python tools/asset_scene_prop_set_validate.py --request ASSET_REQUEST.json --result .godotmaker/asset-generation/<asset_id>-result.json --report .godotmaker/asset-generation/reports/<asset_id>_validation.json --project-root .
    

    L3 loads every AtlasTexture headlessly through that configured engine. L0 binds the request/result, L1 verifies atlas and metadata delivery, L2 compiles, and L4 verifies every AtlasTexture's shared atlas path, exact region, and zero margin. Read diagnostics, repair source, parameters, metadata, or artifacts, then repeat from the affected step. Return ready only after all applicable layers pass; the first check failure is never the final result unless it is a real STOP condition. This production loop does not perform private Eval L5/L6 grading.

The project-owned deterministic tools above are the preferred processing path. Diagnostic repair may also use Pillow, System.Drawing, ImageMagick, SVG, canvas, Godot drawing, or a temporary script when necessary. Trace the reason, command or code, inputs, outputs, modified files, diagnostics, and repair result. Never fabricate provider calls, reference attachments, or validation evidence. Repeated ad-hoc repairs are a follow-up improvement signal, not a reason to stop this production run.

Result And Handoff

Return exactly one shared generic result JSON object and no prose. A failed result has outputs: [], validation.passed: false, and explanatory notes; it must not expose partial runtime output.

For /gm-asset, persist the successful generic request/result pair at .godotmaker/asset-generation/<asset_id>-request.json and .godotmaker/asset-generation/<asset_id>-result.json. The declared slots are the complete output contract. The manager validates the result and directly registers every named AtlasTexture in its matching ASSETS.md row. The Skill itself does not register catalog rows or update stage documents.

See samples/result/market-scene.json and samples/atlas/market-scene.json for the stable multi-output shape.

Related Skills

View on GitHub
GitHub Stars549
CategoryOther
Updated18d ago
Forks50

Languages

Python

Trust signals

88/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

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