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feat(editor): add --gen-texture-stars night-sky pattern
Solid background fill plus randomly placed stars at varied brightness — most stars dim (30-65% blend toward star color), occasional bright stars (85-100% blend) — so the sky reads with depth rather than as uniform noise. Exit log breaks down how many bright vs faint stars actually landed. Defaults: density=0.005 (~0.5% of pixels become stars), seed=1. Useful for skybox top-faces, distant night sky planes, magical constellation set dressing. Brings the procedural texture pattern set to 26.
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3 changed files with 96 additions and 1 deletions
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@ -79,6 +79,8 @@ void printUsage(const char* argv0) {
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std::printf(" Tree bark: vertical wavy streaks + dark vertical cracks (default density=0.04)\n");
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std::printf(" --gen-texture-clouds <out.png> <skyHex> <cloudHex> [seed] [coverage] [W H]\n");
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std::printf(" Sky with puffy clouds: multi-octave noise thresholded by coverage (default 0.5)\n");
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std::printf(" --gen-texture-stars <out.png> <bgHex> <starHex> [seed] [density] [W H]\n");
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std::printf(" Night sky with scattered stars (varied brightness, density 0..1, default 0.005)\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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