Claimed floors reworked: roughly hewn castle flagstones worn smooth, no visible tile grid
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# The masters' claimed floors (high-res)
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Generated on 2026-11-07 with fal.ai: `fal-ai/nano-banana-pro`, `aspect_ratio: 3:2`,
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`resolution: 2K`, one image per master. Each sheet has six slabs in a 3x2 grid on magenta; five
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are used (`HD_FLOORS` in `src/gfx.rs`, with weights so plain slabs come more often).
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`resolution: 2K`, one image per master. Each sheet has six tiles in a 3x2 grid on magenta; tiles
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1-5 are used (plain, engraving, cracks, chipped, broken; `HD_FLOORS` in `src/gfx.rs`, weighted
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4:1:3:2:1 so plain tiles come most often).
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The first version (`v1/`) had regular slabs with thick grout frames and looked too even; this
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one asks for roughly hewn castle flagstones worn smooth by many feet.
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Prompt template (`{floor}` per master):
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```text
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A texture sheet of six square floor tiles for a dark-fantasy dungeon strategy game, arranged in a grid of 3 columns and 2 rows, the tiles separated by thin flat pure magenta (#FF00FF) gaps, magenta also around the outside. Every tile is seen straight from above (orthographic top-down, no perspective), flat even lighting, no shadows, and fills its square completely. Every tile is one square floor slab made of a few fitted flagstones, with a dark grout line along all four edges, so the tiles fit together in any arrangement. All six tiles use the same stone, colours and style: {floor} The six tiles differ: tile 1 intact and clean; tile 2 with a large carved engraving in the middle; tile 3 with fine hairline cracks; tile 4 with a chipped corner and a few missing stone splinters; tile 5 with a broken flagstone, cracked through, a piece sunk and loose rubble; tile 6 with small engravings and worn edges. Style: hand-painted pixel art, chunky clear shapes, crisp edges, readable at small size. No text, no labels, no numbers.
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A texture sheet of six square floor tiles for a dark-fantasy dungeon strategy game, arranged in a grid of 3 columns and 2 rows, the tiles separated by thin flat pure magenta (#FF00FF) gaps, magenta also around the outside. Every tile is seen straight from above (orthographic top-down, no perspective), flat even lighting, no shadows, and fills its square completely. Every tile is a piece of the floor of an old medieval castle dungeon: irregular, roughly hewn flagstones of clearly different sizes and shapes (some large, some small, uneven outlines, slightly rounded chipped edges), laid with uneven mortar joints of varying width - not a regular grid. Centuries of feet have worn the stones smooth and polished: soft sheen on the walked-on surfaces, rounded worn edges, shallow dips. Along the four edges of every tile runs a mortar joint as thin and irregular as the ones inside, so the tiles fit together in any arrangement without a visible grid. All six tiles use the same stone, colours and style: {floor} The six tiles differ: tile 1 plain worn stones; tile 2 with a carved engraving on one large stone, worn half smooth; tile 3 with hairline cracks; tile 4 with a chipped stone corner and missing splinters; tile 5 with a broken flagstone, cracked through, a piece sunk and loose rubble; tile 6 with a few small worn engravings. Style: hand-painted pixel art, crisp edges, muted natural stone colours, readable at small size. No text, no labels, no numbers.
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```
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## player
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```text
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polished flagstones of medium crimson-red stone with a purple tint (clearly brighter than black), the engravings are glowing-edged demonic runes, horned skulls and pentagram-like sigils of an evil dungeon master.
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dark red-brown stone with a crimson-purple tint (medium brightness, not black); the engravings are worn demonic runes and horned skulls of an evil dungeon master, the grooves faintly glowing red.
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```
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## mossgrim
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```text
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damp mossy green-grey flagstones; the engravings show mushrooms, spores and coiling mould tendrils, green fungus and moss grow out of the grout lines and cracks, a mouldy cellar master's floor.
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grey-green stone, damp; moss and small fungi grow in the mortar joints and cracks; the engravings are worn mushrooms and coiling mould tendrils.
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```
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## nightwell
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```text
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elegant deep-blue marble flagstones with fine silver veins, the engravings are refined lilies, crescent moons and elegant curling filigree inlaid with silver, the floor of a cold, cultivated and vain lady of the night.
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cold blue-grey slate and marble stones with faint silver veins; the engravings are worn lilies and crescent moons with remnants of silver inlay.
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```
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## saffrax
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```text
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warm ochre-yellow sandstone flagstones with brass inlays, the engravings are alchemical sigils, suns and sulphur symbols, a few scorch marks, the floor of a greedy alchemist master of sulphur and gold.
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warm ochre-brown sandstone with a few brass studs; the engravings are worn alchemical sigils and suns, a few sooty scorch marks and yellow sulphur stains.
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```
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## Processing
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`tools/make_floor_tiles.py` crops the slabs, fills magenta inside them (chipped corners, holes)
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with a dark void, brightens if asked, scales and reduces the colours:
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`tools/make_floor_tiles.py` crops the tiles, fills magenta inside them (chipped corners, holes)
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with a dark void, cuts a thin edge off (the joints and frames the model drew around every tile),
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evens out the light (no vignette, all tiles equally bright, so the grid does not show), scales
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and reduces the colours:
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```bash
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T=tools/make_floor_tiles.py
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python3 $T player-raw.png player --grid 2x3 --pick 1,2,3,5,6 --size 128 --bright 1.45 # and --size 64
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python3 $T mossgrim-raw.png mossgrim --grid 2x3 --pick 1,2,3,4,5 --size 128
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python3 $T nightwell-raw.png nightwell --grid 2x3 --pick 1,2,3,4,5 --size 128 --bright 1.15
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python3 $T saffrax-raw.png saffrax --grid 2x3 --pick 1,2,3,4,5 --size 128 --bright 0.82
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python3 $T player-raw.png player --grid 2x3 --pick 1,2,3,4,5 --size 128 --bright 1.1 --inset 0.03 --flatten
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python3 $T mossgrim-raw.png mossgrim --grid 2x3 --pick 1,2,3,4,5 --size 128 --inset 0.03 --flatten
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python3 $T nightwell-raw.png nightwell --grid 2x3 --pick 1,2,3,4,5 --size 128 --inset 0.045 --flatten
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python3 $T saffrax-raw.png saffrax --grid 2x3 --pick 1,2,3,4,5 --size 128 --inset 0.03 --flatten
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# the same with --size 64
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```
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The player's sheet came out too dark (brightened by 1.45); its fourth slab repeats the big skull
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with a chipped corner and is left out. Saffrax' sandstone was too glaring (darkened by 0.82).
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`<name>-64.png` / `<name>-128.png` are copied to `assets/textures/floor-<name>.png` /
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`floor-<name>-128.png`; `<name>-128-preview.png` shows a floor laid out at random.
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