# Compact melee icons

Updated 2026-09-06. Only standalone HUD assets and layout; no game/server changes.

The object proportions were edited with the built-in imagegen tool, not by stretching the PNGs. The blade/shaft/barrel lengths are shorter while the grips and working parts remain prominent. HUD diagonal spans prevent the shorter shapes being enlarged to fill the entire slot again. Bottom-left to top-right orientation is retained.

| Weapon ID | Asset | HUD span | Original backup |
| --- | --- | --- | --- |
| 3 | 3.png | 0.9 | ../3-long-v1.png |
| 4 | 4.png | 0.85 | ../4-long-v1.png |
| 5 | 5.png | 0.9 | ../5-long-v1.png |
| 6 | 6.png | 0.85 | ../6-long-v1.png |
| 9 | 9.png | 0.88 | ../9-long-v1.png |

The files in this folder are also installed as ../3.png, ../4.png, ../5.png, ../6.png and ../9.png. Keep the backups for visual comparison.

## Transparency

The generator baked a checkerboard into its output. The user previously approved programmatic background removal in this icon workflow. `tmp/prepare-hud-cutout.ps1` removed connected near-white background pixels and cleared a 16px empty outer margin. Shovel handle seed: (280,446). Chainsaw handle seeds: (235,575), (785,290). No programmatic object reshaping was used. Outputs are RGBA with real transparency.

## Generation prompts

### 3

Raw output: exec-327d256c-7bcc-462a-b046-8a52b1fb0500.png

```text
Use case: precise-object-edit.
The reference is the exact icon to edit. Shorten the actual proportions of the object; DO NOT just shrink the entire image or crop off an end. Keep thickness, part widths, line weight, style, palette and recognizable details. Smooth silver-white and neutral-gray flat game HUD illustration, simple broad shading, medium-gray outline, no 3D metal, no photorealism, no new texture.
Keep the object strictly HORIZONTAL in side view, grip/handle on the LEFT and working tip on the RIGHT. Do not rotate; the HUD handles its diagonal pose. Preserve the original wide 2:1 transparent canvas and leave more horizontal empty space after shortening; do not stretch the shortened object back across the full canvas. Center the complete shortened object with all tips visible. No extra objects.
Genuine transparent PNG alpha background, including internal handle openings; no painted checkerboard or solid backdrop. No text, logo, hands, glow, outside shadow or presentation board.
SPECIFIC EDIT: Shorten the long striking shaft to the RIGHT of the side handle by about 25%. Keep the main left hand grip and the perpendicular lower side grip unchanged in thickness, shape and size, both present. Keep the striking shaft diameter and rounded tip unchanged. Complete tonfa about 83% of original length, still a normal police baton, not a hammer.
```

The first draft was too short; the final tonfa used this refinement of exec-dc6aed51-65f8-4870-8bab-5d9a50d0fad2.png:

```text
Use case: precise-object-edit. This intermediate police tonfa was shortened too much. Correct ONLY the straight striking arm extending RIGHT from the perpendicular side handle: lengthen that exposed section by 50%, from roughly 530 to 795 pixels on this 1774x887 canvas, extending only to the right. Keep the entire main left grip and vertical side grip exactly the same size and shape. Do NOT enlarge, shrink or move those grips, do not change shaft diameter, and do not stretch the whole object. Retain the rounded right tip. The corrected baton should span about 1300 pixels total rather than the current 1025, while its height remains about 475 pixels. It will still be shorter than the original full-length baton. Preserve the exact flat silver-white and gray HUD illustration style, outlines and simple shading. Horizontal side view, complete object, no cropping. True transparent PNG alpha background, no checkerboard, no text, hands or shadows.
```

### 4

Raw output: exec-5fd58b88-ff14-4ba0-ab6c-40cde9ba4ee0.png

```text
Use case: precise-object-edit.
The reference is the exact icon to edit. Shorten the actual proportions of the object; DO NOT just shrink the entire image or crop off an end. Keep thickness, part widths, line weight, style, palette and recognizable details. Smooth silver-white and neutral-gray flat game HUD illustration, simple broad shading, medium-gray outline, no 3D metal, no photorealism, no new texture.
Keep the object strictly HORIZONTAL in side view, grip/handle on the LEFT and working tip on the RIGHT. Do not rotate; the HUD handles its diagonal pose. Preserve the original wide 2:1 transparent canvas and leave more horizontal empty space after shortening; do not stretch the shortened object back across the full canvas. Center the complete shortened object with all tips visible. No extra objects.
Genuine transparent PNG alpha background, including internal handle openings; no painted checkerboard or solid backdrop. No text, logo, hands, glow, outside shadow or presentation board.
SPECIFIC EDIT: Shorten the BLADE by about 25%, preserving its width, sharp upswept tip, fuller groove and cutting edge. Keep the entire finger-grooved grip, guard and pommel unchanged in size and shape. Move the blade tip closer to the guard through a shorter continuous blade, not by clipping its point. Total knife length about 85% of the reference. Still a balanced combat knife, not a dagger or cleaver.
```

### 5

Raw output: exec-58905740-40fd-4478-88c4-ae73a1e4a67e.png

```text
Use case: precise-object-edit.
The reference is the exact icon to edit. Shorten the actual proportions of the object; DO NOT just shrink the entire image or crop off an end. Keep thickness, part widths, line weight, style, palette and recognizable details. Smooth silver-white and neutral-gray flat game HUD illustration, simple broad shading, medium-gray outline, no 3D metal, no photorealism, no new texture.
Keep the object strictly HORIZONTAL in side view, grip/handle on the LEFT and working tip on the RIGHT. Do not rotate; the HUD handles its diagonal pose. Preserve the original wide 2:1 transparent canvas and leave more horizontal empty space after shortening; do not stretch the shortened object back across the full canvas. Center the complete shortened object with all tips visible. No extra objects.
Genuine transparent PNG alpha background, including internal handle openings; no painted checkerboard or solid backdrop. No text, logo, hands, glow, outside shadow or presentation board.
SPECIFIC EDIT: Shorten the bat's long tapered middle section, making the complete bat about 18% shorter. Preserve the maximum width of the rounded striking end, the knob and the wrapped grip thickness. Do not squash the knob or turn the bat into a short club. Keep a natural smoothly tapered baseball bat shape, only a little more compact.
```

### 6

Raw output: exec-dddca658-acdf-47d6-bff5-aaa48bea0d57.png

```text
Use case: precise-object-edit.
The reference is the exact icon to edit. Shorten the actual proportions of the object; DO NOT just shrink the entire image or crop off an end. Keep thickness, part widths, line weight, style, palette and recognizable details. Smooth silver-white and neutral-gray flat game HUD illustration, simple broad shading, medium-gray outline, no 3D metal, no photorealism, no new texture.
Keep the object strictly HORIZONTAL in side view, grip/handle on the LEFT and working tip on the RIGHT. Do not rotate; the HUD handles its diagonal pose. Preserve the original wide 2:1 transparent canvas and leave more horizontal empty space after shortening; do not stretch the shortened object back across the full canvas. Center the complete shortened object with all tips visible. No extra objects.
Genuine transparent PNG alpha background, including internal handle openings; no painted checkerboard or solid backdrop. No text, logo, hands, glow, outside shadow or presentation board.
SPECIFIC EDIT: Shorten ONLY the long straight shaft between the D-shaped hand grip on the left and the spade head on the right by about 30%. Keep the D handle and the spade head unchanged in size and shape. Keep the shaft just as thick as before, only shorter. Total shovel length should be about 80% of the reference with the same spade-head width/height; it must look like a slightly more compact shovel, not a tiny shovel or trowel.
```

### 9

Raw output: exec-49aa35e8-6f8c-4e86-a850-bd5a4737cab0.png

```text
Use case: precise-object-edit.
The reference is the exact icon to edit. Shorten the actual proportions of the object; DO NOT just shrink the entire image or crop off an end. Keep thickness, part widths, line weight, style, palette and recognizable details. Smooth silver-white and neutral-gray flat game HUD illustration, simple broad shading, medium-gray outline, no 3D metal, no photorealism, no new texture.
Keep the object strictly HORIZONTAL in side view, grip/handle on the LEFT and working tip on the RIGHT. Do not rotate; the HUD handles its diagonal pose. Preserve the original wide 2:1 transparent canvas and leave more horizontal empty space after shortening; do not stretch the shortened object back across the full canvas. Center the complete shortened object with all tips visible. No extra objects.
Genuine transparent PNG alpha background, including internal handle openings; no painted checkerboard or solid backdrop. No text, logo, hands, glow, outside shadow or presentation board.
SPECIFIC EDIT: Shorten only the horizontal cutting bar and chain projecting to the RIGHT of the engine by about 25%. Preserve the rounded bar tip and neatly spaced chain teeth. Keep the whole engine housing, rear grip and front handle EXACTLY the same size and recognizable shapes. Shorter bar, not a smaller engine. Complete chainsaw about 86% of its original length, not a miniature toy.
```

## Verification

`node tmp/test-hud-icon-sizing.cjs` passed for 23 icons at 1366x768, 1920x1080, 390x844 and 320x568, including alpha-aware bounds, orientation, centering, cached sizing, rapid changes, uploads and fallback. The minimap remains unchanged.

