High-res tile textures: floor, claimed floor, earth, rock, gold, churning water and lava
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# High-res tile textures (test)
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Generated on 2026-11-07 with fal.ai for the high-res graphics style (`HD_TILES` in `src/gfx.rs`).
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- Model: `fal-ai/flux-2-pro`, `image_size: square_hd` (1024x1024), `output_format: png`,
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`seed: 4242` (floor and gold: a second try with `seed: 4243` and the prompts below; the first
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floor had a frame and a centre motif, the first gold too few veins)
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- Prompt: the kind's sentence followed by the shared style text.
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- `tools/make_tile.py <name>-raw.png <name> --size 128 --colors 32` scales it to a 2x2 block of
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64x64 tiles, makes it seamless and reduces the colours; `<name>-128.png` is copied to
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`assets/textures/<name>.png`. `<name>-128-preview.png`: 3x3 copies to check the seams.
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Shared 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. The pattern continues seamlessly across all four edges.
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```
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## floor: T_FLOOR (dug-out floor)
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```text
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A uniform all-over pattern of rough grey-brown cobblestones of mixed sizes set in packed dirt, evenly spread from edge to edge with no frame, no border and no centre motif, like a cropped piece of a large dungeon floor.
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```
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## claimed: T_CLAIM (claimed floor)
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```text
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The floor of an evil dungeon master's lair: fitted dark crimson-purple flagstones with thin black grout lines, some stones carry a small faint carved demonic rune, worn and polished.
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```
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## earth: T_EARTH (earth blocks)
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```text
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Solid packed brown earth seen from above, soil with small stones, roots and darker clumps, slightly lumpy.
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```
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## rock: T_ROCK (bedrock)
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```text
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Hard dark blue-grey bedrock seen from above, angular rock facets and deep cracks, very solid and impenetrable.
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```
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## gold: T_GOLD (gold seam)
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```text
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A uniform all-over pattern of brown earth crossed by many thick glittering veins of bright yellow gold ore with large shining gold nuggets, the gold covering about a third of the surface, evenly spread from edge to edge.
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```
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## water: T_WATER
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```text
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Deep dark blue underground river water seen from above, gentle wave crests and ripples in lighter blue-cyan, slight foam streaks.
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```
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## lava: T_LAVA
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```text
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Molten lava seen from above, glowing orange and yellow molten rock flowing in swirls, darker red cooling streaks, very hot and bright, no black crust.
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```
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## In the game
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Water and lava flow as before (the shader moves the texture along the river and lets the surface
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swell); in the high-res style a second, larger layer of the same texture drifts slower and
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sideways over it, so the surface churns.
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After Width: | Height: | Size: 1.6 MiB |