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feat(editor): add --gen-texture-scratched-metal worn-surface
77th procedural texture: base metal color overlaid with N short angled line segments brightened against the base. Each scratch is a hash-derived (cx, cy, length, angle) segment drawn via integer-stepped line walking from -len/2 to +len/2 along the angle. Useful for weathered armor, worn weapon blades (especially old swords / axes that have seen real use), well-used metal tools, salvaged hull plating, ancient relic surfaces, dwarven heirloom finishes. Default 100 scratches at maxLen=24 gives a moderately worn look on 256x256; bump scratchCount + maxLen for a heavily battle-scored aesthetic. Deterministic from seed.
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@ -187,6 +187,8 @@ void printUsage(const char* argv0) {
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std::printf(" Dewdrops: scattered translucent water drops with radial brightness (grass / glass / leaf surfaces)\n");
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std::printf(" --gen-texture-pinwheel <out.png> <aHex> <bHex> [sectors] [W H]\n");
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std::printf(" Pinwheel: alternating colored triangular wedges radiating from center (mandala / wind-rose / wheel inlay)\n");
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std::printf(" --gen-texture-scratched-metal <out.png> <baseHex> <scratchHex> [scratchCount] [maxLen] [seed] [W H]\n");
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std::printf(" Scratched metal: base color overlaid with N angled hash-derived line segments (worn armor / blades)\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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