3.1 KiB
3.1 KiB
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 withseed: 4243and 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 32scales it to a 2x2 block of 64x64 tiles, makes it seamless and reduces the colours;<name>-128.pngis copied toassets/textures/<name>.png.<name>-128-preview.png: 3x3 copies to check the seams.
Shared style 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)
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)
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)
Solid packed brown earth seen from above, soil with small stones, roots and darker clumps, slightly lumpy.
rock: T_ROCK (bedrock)
Hard dark blue-grey bedrock seen from above, angular rock facets and deep cracks, very solid and impenetrable.
gold: T_GOLD (gold seam)
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.
water: T_WATER
Deep dark blue underground river water seen from above, gentle wave crests and ripples in lighter blue-cyan, slight foam streaks.
lava: T_LAVA
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):
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.