High-res textures for all rooms, special floors, walls, bridges, outdoors and objects; reinforced wall as castle masonry in both styles
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# All remaining high-res textures (2026-11-07)
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Generated in one go with fal.ai; `batch.py` holds every prompt, `process.py` turns the raw
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pictures into the game's tiles (`HD_VARS`, `HD_DECALS` and the reinforced wall's set in
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`src/gfx.rs`; the files go to `assets/textures/hd/` and `assets/textures/reinforced-v*.png`).
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- Tiles: `fal-ai/flux-2-pro`, `image_size: square_hd`, `seed: 4300` (temple, library and altar a
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second time with `seed: 4301` and the prompts now in `batch.py`: the first ones had a large
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central motif with a frame). Prompt = the texture's sentence followed by the floor style text
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(`STYLE`) or the wall style text (`WALL`).
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- Objects (treasury heaps, mushrooms, the core shard; upright billboards in the game):
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`fal-ai/nano-banana-pro`, `aspect_ratio: 1:1`, `resolution: 1K`, the sentence followed by
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`OBJ_STYLE`.
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Processing (`process.py`): a margin is cropped off (frames, vignettes; for walls with small
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stones it also makes the stones bigger), then `tools/make_tile.py --variants <cells>` gives as
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many tiles as the kind has atlas cells (one seamless tile for single cells), at 64x64 and
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128x128; the objects go through `tools/make_decal.py` (the shard with `--strict`: its red is
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close to the magenta).
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Floor style text:
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```text
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Seamless tileable square texture, viewed straight from above (orthographic top-down, no perspective), flat even lighting, no shadows, no vignette, no border, no text. Hand-painted pixel art style for a dark-fantasy dungeon strategy game: chunky clear shapes, crisp edges, limited muted palette, readable at small size. A uniform all-over pattern evenly spread from edge to edge, no frame, no centre motif; it continues seamlessly across all four edges.
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```
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Wall style text:
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```text
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Seamless tileable square texture of a wall surface seen straight on (orthographic, no perspective), flat even lighting, no shadows, no vignette, no border, no text. Hand-painted pixel art style for a dark-fantasy dungeon strategy game: chunky clear shapes, crisp edges, limited muted palette, readable at small size. A uniform all-over pattern evenly spread from edge to edge; it continues seamlessly across all four edges.
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```
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Object style text:
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```text
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Side view, standing on the bottom edge of the image and filling most of its width, hand-painted pixel art for a dark-fantasy dungeon game, crisp edges, a dark outline. The background is a completely flat pure magenta (#FF00FF) everywhere else - no floor, no shadow on the ground, no frame, no text.
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```
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## Tiles
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| name | style | prompt |
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|---|---|---|
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| reinforced | WALL | A castle wall of the dungeon master: roughly squared grey stone blocks laid in regular horizontal courses like a medieval castle wall, blocks of varying length in every course, rough chiselled faces with tool marks and slightly chipped edges, thin dark mortar with a faint dark-crimson tint; ordered, solid and heavy, not bricks. |
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| fortwall | WALL | A holy knights' fortress wall: pale grey-white dressed ashlar stone blocks in neat regular courses with thin blue-grey mortar, clean and orderly. |
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| steel | WALL | A wall of dark riveted iron plates with rows of round rivets along the seams, a little rust and soot. |
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| obsidian | STYLE | Cooled lava rock: black and very dark purple volcanic glass with smooth glassy facets and a few thin faintly glowing orange seams. |
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| face | WALL | A cut vertical face of packed brown earth with small stones and roots, slightly uneven. |
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| treasury | STYLE | The floor of a treasure vault: polished dark stone flagstones with inlaid golden bands and a few scattered gold coins. |
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| lair | STYLE | A monster lair floor: packed earth covered with scattered straw, old furs, a few bones and dirty rags. |
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| farm | STYLE | A mushroom garden floor: dark moist soil in tilled furrows with tiny sprouting mushrooms and spores. |
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| training | STYLE | A training hall floor: worn wooden planks with sawdust, scuff marks and a few dark stains. |
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| library | STYLE | A repeating herringbone parquet of dark wooden boards, worn, with a few faint scratched arcane symbols and ink stains - no carpet, no large motif, no border. |
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| torture | STYLE | A torture chamber floor: dark stained flagstones with rusty iron drain grates and a few chain links. |
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| temple | STYLE | A repeating pattern of small black and dark-red marble mosaic tiles in a simple geometric all-over pattern, with thin faint golden lines between some tiles - no large motif, no circle, no border. |
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| prison | STYLE | A prison floor: damp dark flagstones with small puddles, rusty drain grates and a little old straw. |
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| graveyard | STYLE | Graveyard ground: dark loose earth, grave soil, patches of moss, pebbles and a few tiny bones. |
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| guardpost | STYLE | A guard post floor: heavy grey flagstones with a dark-red painted stripe pattern and boot scuffs. |
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| arena | STYLE | An arena floor: raked pale sand with dark blood stains and footprints. |
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| altar | STYLE | A repeating pattern of polished black marble slabs of equal size with thin blood-red veins running through them - no large motif, no border, no frame. |
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| forge | STYLE | A forge floor: sooty dark flagstones with iron filings, bits of slag and thin faintly glowing orange cracks. |
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| aerie | STYLE | A giant bird nest floor: straw, twigs and a few large feathers spread over grey stone. |
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| core | STYLE | The floor around an evil master's soul core: dark obsidian-like stone with thin glowing red veins and fragments of a carved ritual circle. |
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| portal | STYLE | The floor around a demon portal: dark violet stone with faintly glowing purple runes and magic cracks. |
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| gate | STYLE | The floor before a holy order's gate: pale white limestone slabs with small inlaid blue-and-gold sun symbols. |
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| hero | STYLE | The floor of a knights' castle hall: pale grey cut stone slabs, clean and regular, a little worn. |
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| bridge | STYLE | Wooden bridge planks laid side by side, weathered brown wood with iron nails and small gaps between the planks. |
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| stonebridge | STYLE | A stone bridge surface: big grey stone slabs with sooty, heat-darkened edges. |
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| grass | STYLE | Short green meadow grass with a few tiny flowers and clover. |
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| snow | STYLE | Fresh white snow on the ground with soft drifts, a few footprints and tiny ice crystals. |
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| moss | STYLE | Dark stones overgrown with teal moss and a few glowing cyan spores. |
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| leaves | STYLE | Dense tree foliage: many dark and light green leaves, seen close. |
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| bark | WALL | Rough brown tree bark with deep vertical furrows. |
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| stem | WALL | The surface of a giant pale mushroom stem: creamy white with soft vertical ribs and fibres. |
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| cap | STYLE | The surface of a giant violet mushroom cap with round softly glowing pale spots. |
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## Objects
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| name | prompt |
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|---|---|
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| coins | A heap of gold coins, a dome-shaped pile of shining gold coins with a few gems. |
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| silver | A neat pile of shining silver ingots stacked in rows. |
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| ruby | A heap of cut red rubies, sparkling. |
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| diamond | A heap of cut clear pale-blue diamonds, sparkling. |
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| mushroom | A cluster of three edible dungeon mushrooms of different sizes with brown caps and pale stems. |
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| shard | A large jagged shard of a glowing red crystal, broken off a soul core, glowing from inside. |
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The reinforced wall of the pixel-art atlas is drawn in code (`T_REINF` in `gen_atlas`: courses of
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6, 5 and 5 pixels cut into blocks of 5-9 pixels).
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