High-res ores with big outlined lumps that stand out from the earth, kept in their own colours; screenshot tool for the desktop build

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Richard ZinkandClaude Opus 5.5 committed 2026-11-08 01:09:11 +01:00
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@@ -122,3 +122,18 @@ python3 tools/make_tile.py /tmp/reinf-zoom.png reinforced --size 128 --colors 24
The pixel-art atlas (16x16) does not use the picture (scaled that small it turns to mush): its
reinforced wall is drawn in code in the same spirit (`T_REINF` in `gen_atlas`: rubble stones
around a jittered grid, crimson-tinted mortar).
## Ores, second version (2026-11-08)
The first ore textures (`ore-v1/`) were hard to tell from plain earth in the game. Made again
from `earth-raw.png` with `fal-ai/nano-banana-pro/edit` (`1:1`, `1K`), bigger lumps with dark
outlines; the game keeps their colours (no matching to the pixel-art cells):
```text
Keep this seamless tileable earth texture (same soil colours, same style, same top-down view) and embed {ore} in it: about twenty lumps, many of them large, together covering about a third of the surface, spread evenly over the whole image including the edges, each lump with a dark outline so it stands out clearly from the soil. No veins, no lines - only separate lumps. Keep the texture seamless across all four edges. No text.
```
- gold: `big chunky shining yellow gold nuggets with bright highlights`
- silver: `big chunky shining white-silver ore nuggets with bright highlights`
- ruby: `big chunky glowing red ruby crystals with bright highlights`
- diamond: `big chunky sparkling pale-blue diamond crystals with bright highlights`
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