>>42471
>The real problem, far as I know, is that nobody has created a "hey, do this you stupid faggot contributor" guide for getting vector art into the game
You are extremely right on this point. I think there are people who would like to contribute art, but they have no clue about anything having to do with scripting (which is natural) and so expecting them to actually edit text files to get the vector art running, let alone to edit them without any sort of guide, is wild. The ideal would be to have some very determinate instructions on what they must draw (beyond: x clothe, what does that mean, practically? Are there any example files?), then have someone who knows what they're doing edit the code to include the new art pieces.
I think a similar problem existed with writerfags who might have wanted to contribute new scenes / events, but don't really know what files to edit to get a new scene working, assuming they even understand basic conditionals. The old how-to text on this point is just completely inadequate. The most important thing for someone who wants to contribute isn't general advice on how to work with a file, it's very specific information about what exact files they need to work with to actually get a scene running. Like, to make a recruit event you need to edit files X, Y and Z. X for the event itself, Y is the list of events that fire etc. To make a facility you need to edit these files. To make clothes those files. The rest can take care of itself.
I've been in that exact spot in the past, though to be sure, the pregmod people have done an exceptional job tidying things up in this past semester, and they have eliminated much of the labyrinthine structure that the code used to have. It's now much easier to orient yourself in the folder structure, which might lead to more people contributing, even without instructions.