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dungeoncraft/art/generated/textures/PROMPTS.md
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# High-res tile textures (test)
Generated on 2026-11-07 with fal.ai for the high-res graphics style (`HD_TILES` in `src/gfx.rs`).
- Model: `fal-ai/flux-2-pro`, `image_size: square_hd` (1024x1024), `output_format: png`,
`seed: 4242` (floor and gold: a second try with `seed: 4243` and the prompts below; the first
floor had a frame and a centre motif, the first gold too few veins)
- Prompt: the kind's sentence followed by the shared style text.
- `tools/make_tile.py <name>-raw.png <name> --size 128 --colors 32` scales it to a 2x2 block of
64x64 tiles, makes it seamless and reduces the colours; `<name>-128.png` is copied to
`assets/textures/<name>.png`. `<name>-128-preview.png`: 3x3 copies to check the seams.
Shared style text:
```text
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.
```
## floor: T_FLOOR (dug-out floor)
```text
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.
```
## claimed: T_CLAIM (claimed floor)
```text
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.
```
## earth: T_EARTH (earth blocks)
```text
Solid packed brown earth seen from above, soil with small stones, roots and darker clumps, slightly lumpy.
```
## rock: T_ROCK (bedrock)
```text
Hard dark blue-grey bedrock seen from above, angular rock facets and deep cracks, very solid and impenetrable.
```
## water: T_WATER
```text
Deep dark blue underground river water seen from above, gentle wave crests and ripples in lighter blue-cyan, slight foam streaks.
```
## lava: T_LAVA
```text
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.
```
## In the game
Water and lava flow as before (the shader moves the texture along the river and lets the surface
swell); in the high-res style a second, larger layer of the same texture drifts slower and
sideways over it, so the surface churns.
## 128x128 (2026-11-07)
The same raw pictures also give 128x128 tiles for close views (`HD_TILE2`; the world shows them
when a tile gets nearly 128 pixels, else the 64x64 ones):
```bash
python3 tools/make_tile.py <name>-raw.png <name> --size 256 --colors 48 --band 28
```
`<name>-256.png` is copied to `assets/textures/<name>-256.png`.
## Gold, silver, ruby and diamond: lumps without veins (2026-11-07)
Made from the earth picture so the soil matches: `fal-ai/nano-banana-pro/edit` with
`earth-raw.png` as the reference image (`aspect_ratio: 1:1`, `resolution: 1K`, one image each).
The prompt template, `{ore}` per kind:
```text
Keep this exact seamless tileable earth texture (same colours, same soil, same style, same top-down view) and embed {ore} scattered in the soil: about twelve separate lumps of different sizes, partly buried, spread evenly over the whole image including near the edges. No veins, no lines, no cracks filled with ore, no streaks - only separate lumps. The texture must stay seamless across all four edges. No text.
```
- gold: `chunky nuggets of shining yellow gold`
- silver: `chunky nuggets of bright shining silver ore`
- ruby: `chunky raw red ruby crystals`
- diamond: `chunky raw clear pale-blue diamond crystals`
Gold has four variants (`--size 128` and `--size 256` like the others). Silver, ruby and diamond
have two variants: one seamless tile for both (`--size 64 --colors 32 --band 8` and
`--size 128 --colors 48 --band 14`), copied to `assets/textures/<name>.png` and `<name>-128.png`.