ProjectRR — нативный прототип на ассетах ProjectR
- Все 189 скелетов Spine сконвертированы в нативные Godot Skeleton2D (.tscn), без Spine в рантайме - Меню + сцены: подземелье (карта комнат), просмотр спрайтов, нативные анимации - Кастомизация цвета (кожа/волосы/глаза) через шейдер - Вытащенные текстуры/UI/шрифты + нарезка спрайтов из атласа - Датасет комнат для LoRA, офлайн-инструменты конвертации в tools/ Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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projectr, 2d game asset, cel shaded, thick black outline, flat colors, front view, cross-section room interior with apparatus equipment
|
||||
|
After Width: | Height: | Size: 49 KiB |
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||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://hafcdh5yj7ur"
|
||||
path="res://.godot/imported/room_frame.png-2a103c25d51c4e1ce285442d60c1b3ed.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://dataset/10_projectr/room_frame.png"
|
||||
dest_files=["res://.godot/imported/room_frame.png-2a103c25d51c4e1ce285442d60c1b3ed.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
@@ -0,0 +1 @@
|
||||
projectr, 2d game asset, cel shaded, thick black outline, flat colors, front view, room border frame, wooden posts and beams, empty
|
||||
|
After Width: | Height: | Size: 143 KiB |
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://gvfg877ihrv3"
|
||||
path="res://.godot/imported/room_furnished.png-ec93bdfa1333b49d7808edb696d6ba3c.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://dataset/10_projectr/room_furnished.png"
|
||||
dest_files=["res://.godot/imported/room_furnished.png-ec93bdfa1333b49d7808edb696d6ba3c.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
@@ -0,0 +1 @@
|
||||
projectr, 2d game asset, cel shaded, thick black outline, flat colors, front view, furnished room interior with wooden furniture
|
||||
|
After Width: | Height: | Size: 65 KiB |
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bhxcoft1rgk7a"
|
||||
path="res://.godot/imported/room_lit.png-1ec0ada9ebbd334c629422768e15d026.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://dataset/10_projectr/room_lit.png"
|
||||
dest_files=["res://.godot/imported/room_lit.png-1ec0ada9ebbd334c629422768e15d026.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
@@ -0,0 +1 @@
|
||||
projectr, 2d game asset, cel shaded, thick black outline, flat colors, front view, room interior with hanging light and warm glow
|
||||
@@ -0,0 +1,32 @@
|
||||
# Датасет для LoRA — комнаты и строения ProjectR
|
||||
|
||||
Стартовый датасет для обучения **style-LoRA** в стиле построек игры (для генерации новых
|
||||
комнат/строений в ComfyUI без рисования).
|
||||
|
||||
## Что внутри
|
||||
|
||||
`10_projectr/` — 13 изображений (1024×1024, альфа убрана на тёмный фон) + подписи `.txt`:
|
||||
- **комнаты** (интерьер-разрез): пустые, спальня, с оборудованием, задние стены, с освещением, рамка, обставленная;
|
||||
- **строения**: башня обороны (2 ракурса), замок (2 ракурса).
|
||||
|
||||
Имя папки `10_projectr` = **10 повторов** на изображение (формат kohya_ss).
|
||||
Триггер-слово в подписях: **`projectr`**.
|
||||
|
||||
> Датасет намеренно маленький (в игре мало типов комнат). Для style-LoRA этого хватает,
|
||||
> но разнообразие ограничено — можно дополнить своими рендерами/скринами того же стиля.
|
||||
|
||||
## Как обучать (kohya_ss / sd-scripts)
|
||||
|
||||
1. Базовая модель: аниме/2D-чекпойнт (**Illustrious / NoobAI / Pony / SDXL**).
|
||||
2. Тип: **LoRA**, разрешение **1024**, бакетинг вкл.
|
||||
3. Данные: указать родительскую папку `dataset/` (kohya сам прочитает `10_projectr`).
|
||||
4. Ориентиры: 10 повторов × 13 = 130 шагов/эпоху; **10–15 эпох**; LR ~1e-4 (UNet),
|
||||
text encoder ~5e-5; batch 1–2; network dim 16–32.
|
||||
5. Проверка: генерируй с `projectr, cross-section room, stone brick walls, ...`
|
||||
и **ControlNet (lineart/canny)** по `assets/room_sliced/Frame.png` — чтобы новые
|
||||
комнаты держали единый ракурс и стыковались в сетку (как в `RoomMap`).
|
||||
|
||||
## Дополнить датасет
|
||||
|
||||
Положи новые PNG + одноимённые `.txt` в `10_projectr/`. Формат подписи:
|
||||
`projectr, 2d game asset, cel shaded, thick black outline, flat colors, front view, <что на картинке>`.
|
||||