<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Astra on yzh119</title><link>https://yzh119.github.io/tags/astra/</link><description>Recent content in Astra on yzh119</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Thu, 10 Sep 2026 10:52:00 +0800</lastBuildDate><atom:link href="https://yzh119.github.io/tags/astra/index.xml" rel="self" type="application/rss+xml"/><item><title>[AI] Adventure map: autumn trees</title><link>https://yzh119.github.io/posts/h3-adventure-autumn-trees-hd/</link><pubDate>Thu, 10 Sep 2026 10:52:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-autumn-trees-hd/</guid><description>&lt;p&gt;Autumn trees begin with the smallest two-tree combination. The HD repaint retains the original depth order: a taller yellow-green canopy behind, a shorter orange-yellow canopy at lower left, plus their thin trunks and spacing.&lt;/p&gt;</description></item><item><title>[AI] Adventure map: desert vegetation</title><link>https://yzh119.github.io/posts/h3-adventure-desert-vegetation-hd/</link><pubDate>Thu, 10 Sep 2026 10:42:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-desert-vegetation-hd/</guid><description>&lt;p&gt;Desert vegetation starts with a single cactus. It is small but a frequent silhouette for reading the desert biome, so the repaint keeps the original single trunk, short right arm, olive-and-yellow highlights and narrow footprint, without adding flowers, rocks or a background.&lt;/p&gt;</description></item><item><title>[AI] Adventure map: fidelity constraints and a rejected draft</title><link>https://yzh119.github.io/posts/h3-adventure-fidelity-review/</link><pubDate>Thu, 10 Sep 2026 10:32:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-fidelity-review/</guid><description>&lt;p&gt;The HD Hill Fort test did not pass review. Both drafts misread the original&amp;rsquo;s low central roof as another tower, turning a compact outpost into an unfaithful castle. Neither draft was installed.&lt;/p&gt;</description></item><item><title>[AI] Adventure map: mine terrain variants</title><link>https://yzh119.github.io/posts/h3-adventure-mines-hd/</link><pubDate>Thu, 10 Sep 2026 10:18:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-mines-hd/</guid><description>&lt;p&gt;Adventure-map mines have distinct rock, snow, sand/subterranean, swamp and lava variants. This pass adds HD material detail to all five while retaining the original compact silhouette: entrance, timber framing and the rail running to the lower left.&lt;/p&gt;</description></item><item><title>[AI] Adventure map: sea and shoreline</title><link>https://yzh119.github.io/posts/h3-adventure-water-hd/</link><pubDate>Thu, 10 Sep 2026 10:05:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-water-hd/</guid><description>&lt;p&gt;The water tile &lt;code&gt;WATRTL&lt;/code&gt; had been omitted from the terrain build list. Objects and boats therefore had HD versions while the water itself remained at native resolution. This pass adds 2×, 3× and 4× water resources, then updates only the water body with a newly painted low-contrast ocean material.&lt;/p&gt;</description></item><item><title>[AI] Adventure map: full HD coverage audit</title><link>https://yzh119.github.io/posts/h3-adventure-coverage-audit/</link><pubDate>Thu, 10 Sep 2026 09:30:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-coverage-audit/</guid><description>&lt;p&gt;This pass is not a new concept image. It verifies that every adventure-map resource actually has an HD layer. The audit found that the active package had omitted seven resource families—&lt;code&gt;AVA&lt;/code&gt;, &lt;code&gt;AVG&lt;/code&gt;, &lt;code&gt;AVM&lt;/code&gt;, &lt;code&gt;AVS&lt;/code&gt;, &lt;code&gt;AVR&lt;/code&gt;, &lt;code&gt;AVT&lt;/code&gt; and &lt;code&gt;AVZ&lt;/code&gt;. They were not damaged; they simply had no 2×, 3× or 4× overrides.&lt;/p&gt;</description></item><item><title>[AI] Adventure map: sea landmarks</title><link>https://yzh119.github.io/posts/h3-adventure-sea-landmarks-hd/</link><pubDate>Thu, 10 Sep 2026 09:15:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-sea-landmarks-hd/</guid><description>&lt;p&gt;Sea-map objects need to remain recognizable at a very small display size. This batch updates the lighthouse and whirlpool by redrawing their original silhouettes, rather than replacing map symbols with elaborate seascapes.&lt;/p&gt;</description></item><item><title>[AI] Adventure map: magic schools</title><link>https://yzh119.github.io/posts/h3-adventure-magic-schools-hd/</link><pubDate>Thu, 10 Sep 2026 09:05:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-magic-schools-hd/</guid><description>&lt;p&gt;This batch focuses on the three adventure-map magic schools. They appear on land, water and underground, with substantially different original silhouettes, so one illustration is not reused for all of them.&lt;/p&gt;</description></item><item><title>[AI] Adventure map: map guards</title><link>https://yzh119.github.io/posts/h3-adventure-map-guards-hd/</link><pubDate>Thu, 10 Sep 2026 08:10:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-map-guards-hd/</guid><description>&lt;p&gt;A map guard cannot use one replacement still: a loop would flash back to the original artwork. This pass maps full creature idle cycles frame by frame onto adventure-map objects, while retaining the map object’s own shadows and foreground masks.&lt;/p&gt;</description></item><item><title>[AI] Adventure map: landmarks</title><link>https://yzh119.github.io/posts/h3-adventure-landmarks-hd/</link><pubDate>Thu, 10 Sep 2026 08:05:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-landmarks-hd/</guid><description>&lt;p&gt;This post records high-resolution replacements for interactive and large static landmarks. A landmark is not a flat background: unbuilt states, upgraded forms, occlusion and click bounds all need to survive, so new art only replaces the body layer inside the original resource.&lt;/p&gt;</description></item><item><title>[AI] Adventure map: biomes and vegetation</title><link>https://yzh119.github.io/posts/h3-adventure-biomes-hd/</link><pubDate>Thu, 10 Sep 2026 08:00:00 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-adventure-biomes-hd/</guid><description>&lt;p&gt;This post covers adventure-map ground, mountains and vegetation. The earlier long post remains as a development archive; map work is now published as focused updates.&lt;/p&gt;&#10;&lt;h2 id="replaceable-ground-materials"&gt;Replaceable ground materials&lt;/h2&gt;&#10;&lt;p&gt;Grass, rough, dirt, sand, snow, swamp, subterranean and lava ground, together with roads and rivers, now use newly painted high-resolution materials. Original tile boundaries, transition geometry, masks and passability remain in control of the original assets, so added detail does not alter map rules.&lt;/p&gt;</description></item><item><title>[AI] High-resolution Necropolis UI thumbnails</title><link>https://yzh119.github.io/posts/necropolis-ui-thumbnails/</link><pubDate>Wed, 09 Sep 2026 12:58:07 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-ui-thumbnails/</guid><description>&lt;p&gt;The town backdrop and combat creatures had received higher-resolution artwork, while the small creature icons and building thumbnails remained blurry. These windows load separate resources; replacing a building on the town panorama does not update its recruitment thumbnail.&lt;/p&gt;</description></item><item><title>[AI] Mounted knights and skeletal dragon animations</title><link>https://yzh119.github.io/posts/necropolis-final-four/</link><pubDate>Wed, 09 Sep 2026 07:23:02 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-final-four/</guid><description>&lt;p&gt;In-game feedback on the mounted knights was blunt: the attack looked very strange. Frame-by-frame comparison showed why. &lt;strong&gt;In 0.12.0, the horse barely participated and the sword movement had been reduced to a small gesture beside the rider.&lt;/strong&gt; Limiting joint rotation removed large stretch warnings while also removing the defining attack poses.&lt;/p&gt;</description></item><item><title>[AI] HD battlefields and Necropolis map towns</title><link>https://yzh119.github.io/posts/h3-environment-hd/</link><pubDate>Wed, 09 Sep 2026 07:00:53 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-environment-hd/</guid><description>&lt;p&gt;Clearer creatures and town interiors made the soft battlefield scenery and adventure-map towns more noticeable. &lt;strong&gt;h3-environment-hd 0.1.0&lt;/strong&gt; adds 14 common battlefield redraws and three Necropolis map forms, including their ownership flags. WenQuanYi and LiSu remain the Chinese fonts.&lt;/p&gt;</description></item><item><title>[AI] Lich and Power Lich</title><link>https://yzh119.github.io/posts/necropolis-liches/</link><pubDate>Wed, 09 Sep 2026 03:04:19 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-liches/</guid><description>&lt;blockquote&gt;&#10;&lt;p&gt;This article records the implementation and measurements at its publication stage. Versions, costs and check counts belong to that stage. See &lt;a href="https://yzh119.github.io/posts/necropolis-vampires/"&gt;Vampire delivery&lt;/a&gt; for the subsequent installation and &lt;a href="https://yzh119.github.io/posts/h3-art-tools/"&gt;the standalone tools&lt;/a&gt; for maintained commands.&lt;/p&gt;</description></item><item><title>[AI] Wight and wraith animation integration</title><link>https://yzh119.github.io/posts/necropolis-ghosts/</link><pubDate>Wed, 09 Sep 2026 01:48:31 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-ghosts/</guid><description>&lt;blockquote&gt;&#10;&lt;p&gt;This article records the implementation and measurements at its publication stage. Versions, costs and check counts belong to that stage. See &lt;a href="https://yzh119.github.io/posts/necropolis-vampires/"&gt;Vampire delivery&lt;/a&gt; for the subsequent installation and &lt;a href="https://yzh119.github.io/posts/h3-art-tools/"&gt;the standalone tools&lt;/a&gt; for maintained commands.&lt;/p&gt;</description></item><item><title>[AI] Wight and lich design studies</title><link>https://yzh119.github.io/posts/necropolis-bootstrap/</link><pubDate>Wed, 09 Sep 2026 01:16:08 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-bootstrap/</guid><description>&lt;h2 id="rejected-ghost-and-lich-trials"&gt;Rejected ghost and lich trials&lt;/h2&gt;&#10;&lt;p&gt;After the procedural ghost and lich designs were rejected, the process moved to imagegen concepts, Meshy textured models and local rigging and animation. Rejected shapes, calibration mistakes and initial static meshes are retained below. The failed procedural prototypes were never installed.&lt;/p&gt;</description></item><item><title>[AI] Necropolis creature upgrades</title><link>https://yzh119.github.io/posts/necropolis-upgrades/</link><pubDate>Tue, 08 Sep 2026 23:07:02 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-upgrades/</guid><description>&lt;blockquote&gt;&#10;&lt;p&gt;This article records the implementation and measurements at its publication stage. Versions, costs and check counts belong to that stage. See &lt;a href="https://yzh119.github.io/posts/necropolis-vampires/"&gt;Vampire delivery&lt;/a&gt; for the subsequent installation and &lt;a href="https://yzh119.github.io/posts/h3-art-tools/"&gt;the standalone tools&lt;/a&gt; for maintained commands.&lt;/p&gt;</description></item><item><title>[AI] Necropolis HD study</title><link>https://yzh119.github.io/posts/necropolis-hd/</link><pubDate>Tue, 08 Sep 2026 14:34:06 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-hd/</guid><description>&lt;p&gt;The town uses &lt;strong&gt;necropolis-layered-hd 0.3.0&lt;/strong&gt;; creature animations use &lt;strong&gt;necropolis-creature-animations 0.12.1&lt;/strong&gt;. These version numbers belong to separate mods. This account reflects the installation checked on September 9, 2026.&lt;/p&gt;&#10;&lt;h2 id="layered-town-assets"&gt;Layered town assets&lt;/h2&gt;&#10;&lt;p&gt;The background is 1600×748, with 42 independent building and auxiliary layers. Built states, upgrades, click masks and draw order remain under the existing game configuration. Dimensions and alpha checks passed for 100 town frames and three adventure-map variants. Town HD assets are supplied at 2×; 1× retains the originals.&lt;/p&gt;</description></item><item><title>[AI] Zombie animation set</title><link>https://yzh119.github.io/posts/zombie-study/</link><pubDate>Tue, 08 Sep 2026 13:30:00 +0800</pubDate><guid>https://yzh119.github.io/posts/zombie-study/</guid><description>&lt;p&gt;&lt;strong&gt;As of September 9, 2026:&lt;/strong&gt; creature mod &lt;del&gt;0.12.1&lt;/del&gt; &lt;strong&gt;0.12.2&lt;/strong&gt; covers all fourteen Necropolis creatures. Measurements here retain their delivery-version scope; see &lt;a href="https://yzh119.github.io/posts/necropolis-final-four/"&gt;mounted knights and skeletal dragons&lt;/a&gt; for the latest integration.&lt;/p&gt;&#10;&lt;p&gt;Walking Dead (CZOMBI) is installed with thirteen groups and 80 frames per scale. The CZOMLO upgrade is covered in &lt;a href="https://yzh119.github.io/posts/necropolis-upgrades/"&gt;the upgrade delivery&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>[AI] Skeleton animation set</title><link>https://yzh119.github.io/posts/skeleton-motion/</link><pubDate>Tue, 08 Sep 2026 12:13:00 +0800</pubDate><guid>https://yzh119.github.io/posts/skeleton-motion/</guid><description>&lt;p&gt;&lt;strong&gt;As of September 9, 2026:&lt;/strong&gt; creature mod &lt;del&gt;0.12.1&lt;/del&gt; &lt;strong&gt;0.12.2&lt;/strong&gt; covers all fourteen Necropolis creatures. Measurements here retain their delivery-version scope; see &lt;a href="https://yzh119.github.io/posts/necropolis-final-four/"&gt;mounted knights and skeletal dragons&lt;/a&gt; for the latest integration.&lt;/p&gt;&#10;&lt;p&gt;The Skeleton is installed with thirteen groups and 82 frames per scale.&lt;/p&gt;</description></item><item><title>[AI] opus -&gt; astra: Striking progress in skeleton rigging</title><link>https://yzh119.github.io/posts/skeleton-rig-study/</link><pubDate>Tue, 08 Sep 2026 11:40:00 +0800</pubDate><guid>https://yzh119.github.io/posts/skeleton-rig-study/</guid><description>&lt;h2 id="skeleton-repair-after-the-model-switch"&gt;Skeleton repair after the model switch&lt;/h2&gt;&#10;&lt;p&gt;The switch from Opus-5 to Astra brought striking improvements in this project: the tools inspected and rebuilt geometry, hands and rigs, producing editable scenes. The four-pose study later became thirteen animation groups. The original comparisons and unresolved issues remain in the history below.&lt;/p&gt;</description></item></channel></rss>