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feat(editor): add --gen-texture-chainmail interlinked rings
48th procedural texture: brick-offset ring outlines. Even and odd rows are shifted by half a cell width so each ring interlocks visually with its neighbors above and below — the classic chainmail-armor pattern. Each pixel is tested against the nearest ring center; if its distance lies inside [ringR - strokeW/2, ringR + strokeW/2] it's painted as the ring color, otherwise background. Useful for armor textures (mail tunics, helms, gauntlets), metallic fabric set dressing on guard NPCs, and dungeon gate/grate textures. Default ring radius 5 on a 14x10 brick spacing reads cleanly at 256x256 without aliasing.
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3 changed files with 100 additions and 1 deletions
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@ -129,6 +129,8 @@ void printUsage(const char* argv0) {
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std::printf(" Zebra: wavy parallel stripes via sinusoidal y-shift (animal-print stripes)\n");
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std::printf(" --gen-texture-knit <out.png> <bgHex> <stitchHex> [cellW] [cellH] [strokeW] [W H]\n");
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std::printf(" Knit: V-stitch chevron-zigzag pattern reading as knitted fabric stitches\n");
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std::printf(" --gen-texture-chainmail <out.png> <bgHex> <ringHex> [cellW] [cellH] [ringR] [strokeW] [W H]\n");
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std::printf(" Chainmail: brick-offset ring outlines for armor/mail textures (interlocking metal rings)\n");
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std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
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std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
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std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
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