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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@@ -122,3 +122,18 @@ python3 tools/make_tile.py /tmp/reinf-zoom.png reinforced --size 128 --colors 24
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The pixel-art atlas (16x16) does not use the picture (scaled that small it turns to mush): its
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reinforced wall is drawn in code in the same spirit (`T_REINF` in `gen_atlas`: rubble stones
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around a jittered grid, crimson-tinted mortar).
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## Ores, second version (2026-11-08)
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The first ore textures (`ore-v1/`) were hard to tell from plain earth in the game. Made again
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from `earth-raw.png` with `fal-ai/nano-banana-pro/edit` (`1:1`, `1K`), bigger lumps with dark
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outlines; the game keeps their colours (no matching to the pixel-art cells):
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```text
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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.
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```
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- gold: `big chunky shining yellow gold nuggets with bright highlights`
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- silver: `big chunky shining white-silver ore nuggets with bright highlights`
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- ruby: `big chunky glowing red ruby crystals with bright highlights`
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- diamond: `big chunky sparkling pale-blue diamond crystals with bright highlights`
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