# Crucible `assets` builder — design Date: 2026-07-12 Status: approved, pre-implementation ## Goal Fold three NWN:EE asset tools out of the standalone Python toolkit (`nwnee-asset-processing`) and into Crucible as a new self-contained builder, `crucible assets`. The Python scripts are references only; they are broken as-is and carry a heavy config/staging/report layer that we drop. Three commands: - `crucible assets compile` — compile every ASCII `.mdl` in a directory to binary, in place. - `crucible assets convert` — convert every texture in a directory to NWN:EE DDS (or back to PNG/TGA), flipping vertically **every time** so a DDS is always upside-down relative to its source. - `crucible assets upscale` — upscale every texture in a directory through whatever upscaling backend is installed. ## Principles - **No configuration files. Arguments only.** No `processing/` staging dirs, no discards, no YAML, no reports. Operates in place on the target directory. - **Discover, don't configure.** External tools (the NWN engine, ImageMagick, an upscaler) are found on `PATH` and at standard install locations. Each has a single override flag when discovery is not enough. - **Fail closed, never fake** (Crucible rule #1). A missing backend is a clear error naming what to install and a non-zero exit — never a placeholder artifact. - **Simplify.** Drop the reference tools' padding / power-of-two / `nwn-safe` / explicit-format knobs (convert auto-picks DXT1 vs DXT5) and the small-texture staging (upscale). These can return later if wanted. ## Architecture A new self-contained builder that follows the existing `depot` pattern exactly (delegates straight to its own internal package, bypassing the legacy `internal/app` surface): - `internal/assets/run.go` — `func Run(args []string, stdout, stderr io.Writer, getenv func(string) string) int`. Parses the subcommand (`compile|convert|upscale`) and dispatches. Returns a sysexits-style code. - `internal/assets/` — one file per command plus small shared helpers (recursion/file-selection, external-command runner, backend discovery). - `cmd/crucible-assets/main.go` — one-line shim: `func main() { os.Exit(dispatch.RunBuilder("assets", os.Args[1:])) }`. - `internal/dispatch`: - one `Registry` entry for `assets` (`Wired: true`) listing the three commands with `Usage`/`Options`; - extend the direct-delegate branch that today reads `if b.Name == "depot" && b.Wired` so `assets` also routes to `assets.Run(...)` instead of the legacy `app.Run`. - `docs/command-surface.md` — three visible-command rows. - `wrappers/consumers.txt` / wrappers are unchanged (no new consumer). ### Shared helpers (`internal/assets`) - `walk(roots, exts)` — collect files under each root (recursive by default) whose extension is in `exts`, case-insensitively. Reject nothing fancy; these are arguments the caller chose. - `run(cmd, args...)` — thin `exec.Command` wrapper capturing combined output, returning `(output, error)`. A single indirection point so tests can observe invocations. cwd and env overrides passed as needed. - `look(names...)` — return the first name found via `exec.LookPath`, or the first path that exists from a supplied list of candidates. Used by every backend discovery. ## `crucible assets compile …` Usage: `crucible assets compile [--nwn ] [--non-recursive] …` Recursively find ASCII `.mdl` files under each `` and compile each to a binary `.mdl` in place (the compiled result replaces the source). The NWN:EE engine is the only real ASCII→binary MDL compiler, so this drives it exactly as the reference does: - **Discovery.** User data dir is fixed on Linux at `~/.local/share/Neverwinter Nights` (holds the flat `development/` and `modelcompiler/` folders the engine uses). The `nwmain` binary is found by probing standard install roots, first hit wins: - `~/.local/share/Steam/steamapps/common/Neverwinter Nights/bin/linux-x86/nwmain-linux` - GOG: `~/GOG Games/Neverwinter Nights Enhanced Edition/.../nwmain-linux` - Beamdog install dirs. - `--nwn ` overrides (path to the install root or directly to the binary). - **Headless.** The engine is a GUI binary. If there is no `DISPLAY` and `xvfb-run` is present, wrap the call: `xvfb-run -a --server-args=-screen 0 1024x768x24 nwmain-linux compilemodel `. - **Per model (one at a time — the engine's `development/` and `modelcompiler/` folders are flat and single-slot):** 1. Skip if the file is not ASCII (binary/compiled `.mdl`) — reported, not an error. 2. Copy source into `development/`. 3. Run `nwmain-linux compilemodel ` with cwd = the binary dir. 4. Collect the compiled artifact from `modelcompiler/` matched case-insensitively by stem. 5. Move it back over the source path, lowercased. 6. Clean the temp files created in `development/` and `modelcompiler/`. - **Collisions.** A pre-existing `development/` or `modelcompiler/` aborts that model before any mutation. Exit: non-zero if any model fails; each failure prints a short excerpt of the engine log (`~/.local/share/Neverwinter Nights/logs/nwengineLog.txt`) as advisory diagnostics. Dropped vs reference: internal-name-mismatch pre-checks and the `Model Names Differ` fail rule are kept (cheap, prevents silent wrong output); the discard-manifest, dry-run/report layer, and `processing/in|out` staging are dropped. ## `crucible assets convert …` Usage: `crucible assets convert [--to dds|png|tga] [--backend ] [--non-recursive] …` Recursively convert textures in place. `--to` defaults to `dds`. The source set is every texture under the roots whose format is not already the target, among `{.dds, .png, .tga}`. **Every conversion flips vertically exactly once.** Converting to DDS produces an upside-down DDS (NWN's convention); converting a DDS back to PNG/TGA flips it upright again. The flip is unconditional — it is the defining behavior, not a policy. Backend: ImageMagick (`magick`), one tool for decode + flip + encode across all three formats: - to DDS: `magick -flip -define dds:mipmaps= -define dds:compression= .dds`, choosing DXT1 when the source is opaque and DXT5 when it has alpha (detected with `magick identify`). - from DDS: `magick .dds -flip .`. - `--backend ` points at a different ImageMagick-compatible binary or a dedicated encoder for higher-quality DXT (e.g. compressonator); default is `magick`. The original file is replaced in place — canonical DDS is the point. Exit non-zero if any file fails. Dropped vs reference: `--pad-color`, POT/legacy-safe/`nwn-safe`/`--strict` sizing, explicit `--format`, alpha-detect toggles, discard staging. Auto DXT selection replaces the format knobs. ## `crucible assets upscale …` Usage: `crucible assets upscale [--scale N] [--backend ] [--non-recursive] …` Recursively upscale textures in place. - **Backend discovery**, first found wins: `upscayl-bin`, `upscayl`, `realesrgan-ncnn-vulkan`, `waifu2x-ncnn-vulkan`. These share a compatible ncnn-vulkan CLI shape (`-i -o -s `). `--backend ` overrides. - `--scale N` default 4. - Backends operate on PNG; real NWN textures are DDS, so for a `.dds` input the command reuses the convert helpers: dds→png (flip), run the backend, png→dds (flip back) — yielding a correctly-flipped upscaled DDS. PNG/TGA inputs are upscaled directly in place. - No backend found → fail closed with a message naming the supported backends. Dropped vs reference: min-dimension small-texture staging, the separate `--dds-backend` plumbing (it reuses convert), configured backend-path table. ## Error handling - Missing external tool (engine, `magick`, upscaler) → non-zero exit, message names the tool and how to get it. Never a faked artifact. - Per-file failures are collected and printed as a summary line at the end; the command exits non-zero if any file failed but still processes the rest. - Unknown subcommand / bad flags → usage error, exit 64. ## Testing Go tests in `internal/assets`: - flag/subcommand parsing and usage errors; - backend discovery against a fabricated `PATH` (temp dir with stub executables) — asserts first-match ordering and the `--backend` override; - `walk` recursion and extension filtering, including `--non-recursive`; - one real convert round-trip using `magick` (present in the dev shell): encode a small PNG to DDS and back, asserting the pixels are vertically flipped after a single conversion and restored after the round trip. External engine/upscaler calls are exercised through the `run` indirection with a stub in tests; they are not invoked for real in CI. `make check` must stay green; add an `assets` expectation to `make smoke` for the wired exit.