4.9 KiB
name, description
| name | description |
|---|---|
| setpiece-creator | Create interactive SetPiece nodes for King's Quest IV rooms. This skill automates mask extraction, polygon generation, and scene wiring. Use when adding interactive objects (doors, items, characters, etc.) to room scenes. Takes an entity name and room, optionally a look description. |
SetPiece Creator
Overview
Automate the creation of interactive SetPiece nodes for KQ4 room scenes. This skill handles mask extraction via ComfyUI, polygon resource generation, and scene file wiring.
When to Use
Use this skill when:
- Adding interactive objects to a room (doors, windows, items, characters)
- Creating clickable areas with cursor-based interactions
- User requests like "Add a door to room 4" or "Create a setpiece for the fountain"
Workflow
1. Identify Background Image
Find the room's .tscn file and locate the bg Sprite2D node:
[node name="bg" type="Sprite2D" parent="."]
scale = Vector2(0.783, 0.78)
texture = ExtResource("2_u8g8b")
The texture path references an ext_resource pointing to the background image. Use this path for mask extraction, NOT pic_XXX_visual.png. The .tscn references the AI-generated caption image which is what should be used.
2. Verify Entity Visibility
Use the image-inspector skill to confirm the entity is visible in the background image:
# Resize image to 1MP max
mkdir -p ./.tmp
magick "scenes/kq4_XXX_room/background.png" -resize '1000000@>' ./.tmp/resized.png
Then ask @image-expert: "Is a [entity] visible in this image?"
If No, report to user and stop.
3. Extract Mask
Use tools/extract_mask.py to generate the mask:
python tools/extract_mask.py "the [entity]" \
scenes/kq4_XXX_room/caption_XXX_generated.png \
/tmp/[entity]_mask.png
Subject phrasing: Use descriptive phrasing like "the door of the ogre's cottage" for better results.
CRITICAL: Always use the background image path from the .tscn file (e.g., caption_3_840023845_generated.png), NOT pic_XXX_visual.png. The .tscn shows which image is actually used in-game.
4. Generate Polygon Resource
Use tools/mask_to_polygon.py to create the .tres file:
python tools/mask_to_polygon.py /tmp/[entity]_mask.png \
--output scenes/kq4_XXX_room/[entity]_polygon.tres \
--target-points 8 \
--preview /tmp/[entity]_preview.png
The script outputs the new UID. Note it for the next step.
5. Update Room .tscn
Add ext_resource entries for the polygon and SetPiece script:
[ext_resource type="Resource" uid="uid://NEWUID" path="res://scenes/kq4_XXX_room/[entity]_polygon.tres" id="N_entity"]
[ext_resource type="Script" uid="uid://bounwnqg34t5k" path="res://SetPiece_.gd" id="N_setpiece"]
Add the SetPiece node (match bg scale):
[node name="[entity]" type="Polygon2D" parent="." groups=["set-piece"]]
scale = Vector2(0.783, 0.78)
color = Color(0.5, 0.5, 0.5, 0.25)
polygon = PackedVector2Array(...)
script = ExtResource("N_setpiece")
label = "[Entity]"
points_resource = ExtResource("N_entity")
Add signal connection:
[connection signal="looked" from="[entity]" to="." method="_on_[entity]_looked"]
6. Update Room .gd Script
Add the signal handler:
func _on_[entity]_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.say(ego, "[Look description]")
).build(self, "_on_script_complete"))
Key Details
Scale Matching
The SetPiece scale must match the bg node's scale for the polygon to align correctly.
Polygon Points
Copy the points from the generated .tres into the polygon field of the .tscn node. This provides a preview in the editor.
Signal Precedence
interactedsignal takes precedence over cursor-specific signals- If
interactedis wired, it overrideswalked/looked/touched/talked - Default is to wire
lookedfor examination
Label Formatting
Use title case for the label: "Door", "Pool", "Forest Path"
Common Patterns
Door/Walkable Object
[connection signal="interacted" from="door" to="." method="_on_door_interacted"]
Examinable Object (Default)
[connection signal="looked" from="[entity]" to="." method="_on_[entity]_looked"]
Multi-Signal Object
[connection signal="looked" from="[entity]" to="." method="_on_[entity]_looked"]
[connection signal="touched" from="[entity]" to="." method="_on_[entity]_touched"]
Example Usage
User: "Create a door for the ogre's cottage in room 4"
Process:
- Find
scenes/kq4_004_ogres_cottage/kq4_004_ogres_cottage.tscn - Identify bg texture:
caption_1_454377357_generated.png - Verify door is visible via image-inspector
- Extract mask:
python tools/extract_mask.py "the door of the ogre's cottage" ... - Generate polygon:
python tools/mask_to_polygon.py ... - Add SetPiece node with scale
Vector2(0.783, 0.78) - Wire
lookedsignal - Add look handler with description