Ok, so if you're going to go down this particular rabbit hole, there are 2 pieces that you're missing. One is the .jsx extendscript tools that I use to drive the imports. Um, I'd actually intended to include these as an undocumented feature inside the main game install, but, it looks like I never got around to actually adding them to my distro scripts. In any case, here's a link to the files. Unzip those in Lua state\Drawers\ImportDrawer, and there's a chance that the import scripts may actually start working for you.Beetlezombie wrote:I have Photoshop collecting dust atm on my system, so now is a great time to figure all this out.
The other piece you're missing is an example of what the Photoshop master files should actually look like. Here's a couple examples.
With those, an import script like ImportDrawer/batch_ship_import.lua might start to make sense....
Um, if you're going to try using batch_ship_import.lua, you'll need to change all the import and export dir data at the top of the file to point to locations that exist on your own machine, and then put your psds inside the asset_dir. The add a "ship_import rebuild_drawer 'HawkCA'"or whatever to the messy codeblock that starts on line 104 -- and save the file while the game is running and Photoshop is open. If all is working, Photoshop will open up HawkCA.psd from your asset dir, save all the layers to psd_export_dir, and then use export_dir as a temporary directory to process all the image data, until generating a final export in layers_dir. That layers_dir content should then be ready to be copied into Drawers\Ships\HawkCA\layers.
Best of luck