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dungeoncraft/art/generated/textures/decals/PROMPTS.md
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Floor decals (high-res)

Wear and tear the game lays over some plain floor tiles (D_RUBBLE, D_CRACK; HD_DECALS in src/gfx.rs). Generated on 2026-11-07 with fal-ai/nano-banana-pro (aspect_ratio: 1:1, resolution: 1K), the decal's sentence followed by the shared text:

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.

rubble

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.

crack

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.

Processing

tools/make_decal.py keys out the magenta and scales down with hard alpha; the crack is made neutral grey (its lines took on the magenta):

python3 tools/make_decal.py rubble-raw.png rubble --size 128   # and --size 64
python3 tools/make_decal.py crack-raw.png crack --size 128 --gray

Copied to assets/textures/decal-<name>.png (64) and decal-<name>-128.png.