- discord: large_image as <art_base_url><lower titleId>.png when configured (Discord accepts external URLs in asset fields); uploaded-asset keys remain as fallback via application_id - cfg: art_base_url field with load/save support - scripts/sync_icons.sh: FTP pulls all icon0.png (read-only) - deploy/ARTWORK.md rewritten around URL-pack-first design
1.3 KiB
Cover art pipeline
Two supported paths. The URL pack is the primary one: no uploads, no per-game setup, no application needed for images.
Path A: icon pack + external URLs (recommended)
The daemon sends assets.large_image as
<art_base_url><lowercase titleId>.png (Discord accepts external image
URLs in asset fields). Host the pack once, e.g. in this repo:
config/icons/cusa00740.png (512x512 PNG, pulled from the console)
scripts/sync_icons.sh pulls every /user/appmeta/<TITLEID>/icon0.png
off the PS4 over FTP (read-only) into config/icons/. Set
art_base_url in config to the hosted prefix, e.g.
https://raw.githubusercontent.com/<you>/orbisRPC/main/config/icons/.
Every install then shows art with zero setup. Missing files degrade to
no image. Pack hosting is a maintainer decision (game art is not ours).
Path B: shared Discord application (fallback)
Create an application, upload one PNG per game under Art Assets named
as the lowercase title ID, set application_id in config. The daemon
sends the asset key instead. Capped at 300 assets per app.
Runtime behavior
URL pack wins when art_base_url is set, uploaded keys when only
application_id is set, no artwork otherwise (one log notice). Missing
art never crashes anything.