Files
sow-tools/docs/superpowers/specs/2026-07-12-crucible-assets-builder-design.md
T
archvillainetteandClaude Opus 4.8 2742f8937e docs: design for crucible assets builder
Spec for folding the NWN:EE model-compile, texture-convert, and
texture-upscale tools out of the Python toolkit into a self-contained
`crucible assets` builder. Arguments only, no config, in place.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 09:12:09 +02:00

8.8 KiB

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.gofunc 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 <dir>…

Usage: crucible assets compile [--nwn <install>] [--non-recursive] <dir>…

Recursively find ASCII .mdl files under each <dir> 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 <install> 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 <stem>.
  • 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/<name>.
    3. Run nwmain-linux compilemodel <stem> 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/<name> or modelcompiler/<stem> 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 <dir>…

Usage: crucible assets convert [--to dds|png|tga] [--backend <path>] [--non-recursive] <dir>…

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 <src> -flip -define dds:mipmaps=<n> -define dds:compression=<dxt1|dxt5> <dst>.dds, choosing DXT1 when the source is opaque and DXT5 when it has alpha (detected with magick identify).
  • from DDS: magick <src>.dds -flip <dst>.<png|tga>.
  • --backend <path> 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 <dir>…

Usage: crucible assets upscale [--scale N] [--backend <path>] [--non-recursive] <dir>…

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 <in> -o <out> -s <scale>). --backend <path> 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.