Claimed floors back to fitted flagstones in the masters' colours with damage; high-res floor decals
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# Floor decals (high-res)
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Wear and tear the game lays over some plain floor tiles (`D_RUBBLE`, `D_CRACK`; `HD_DECALS` in
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`src/gfx.rs`). Generated on 2026-11-07 with `fal-ai/nano-banana-pro` (`aspect_ratio: 1:1`,
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`resolution: 1K`), the decal's sentence followed by the shared text:
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```text
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Seen straight from above (orthographic top-down, no perspective), flat even lighting, no cast shadows. Hand-painted pixel art style for a dark-fantasy dungeon game, crisp edges, readable at small size. The background is a completely flat pure magenta (#FF00FF) everywhere else - no floor, no stones, no texture behind it, no frame, no text.
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```
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## rubble
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```text
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An overlay decal for a dungeon floor: a loose scatter of small grey-brown pebbles, stone fragments and a little grit and dust, spread unevenly over the whole square image, denser in one corner, about thirty small pieces of different sizes, each with a dark outline.
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```
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## crack
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```text
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An overlay decal for a dungeon floor: one long dark jagged crack running diagonally across the whole square image from corner to corner, with a few short branching side cracks and two or three tiny chipped splinters beside it; only the dark crack lines themselves.
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```
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## Processing
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`tools/make_decal.py` keys out the magenta and scales down with hard alpha; the crack is made
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neutral grey (its lines took on the magenta):
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```bash
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python3 tools/make_decal.py rubble-raw.png rubble --size 128 # and --size 64
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python3 tools/make_decal.py crack-raw.png crack --size 128 --gray
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```
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Copied to `assets/textures/decal-<name>.png` (64) and `decal-<name>-128.png`.
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