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feat(editor): add --gen-texture-ironbark hardwood-plate pattern
71st procedural texture: vertical wood-grain streaks (like
--gen-texture-bark) overlaid with horizontal "plate" bands
at regular Y intervals — the segmented look of mature
hardwood / ironwood / sycamore bark.
Per-pixel logic:
• horizontal crack: top crackW pixels of every plateY
cycle gets the dark crack color
• vertical streak: per-streak hash determines an offset
crack position within each streakSpacing block
• elsewhere: base color modulated by per-streak-and-plate
brightness jitter (±15) so the surface has natural
texture variation
Distinct from --gen-texture-bark (vertical-crack only) and
--gen-texture-wood (vertical-streak only). Useful for ancient
trees, druid grove deadwood, dwarven hardwood beams,
fortress door planks, totem-pole carvings.
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@ -175,6 +175,8 @@ void printUsage(const char* argv0) {
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std::printf(" Dunes: stack of parallel sinusoidal curves (desert ground / shallow-water sand / wave ripples)\n");
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std::printf(" --gen-texture-swirl <out.png> <bgHex> <armHex> [armCount] [spiralFactor] [armWidth] [W H]\n");
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std::printf(" Swirl: N-arm logarithmic spiral (magic sigils / summoning circles / ritual floor markings)\n");
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std::printf(" --gen-texture-ironbark <out.png> <baseHex> <crackHex> [streakSpacing] [plateY] [crackW] [seed] [W H]\n");
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std::printf(" Ironbark: vertical wood streaks + horizontal plate bands (mature hardwood / sycamore / ironwood)\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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