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feat(editor): add --gen-texture-moss organic-mottling pattern
55th procedural texture: irregular spots scattered on a hash- jittered grid. Each cell tests its 8 neighbors so spots near cell boundaries don't get clipped at the cell wall. Per-cell hashing controls: • presence — density 0-100 chance the cell hosts a spot • position — uniform jitter inside the cell • radius — 25-75 % of stride, so adjacent spots vary in size Result reads as random patches of organic growth rather than a visible lattice. Useful for forest floors, weathered stone walls, dungeon flagstones, swamp ground, ruined-temple overlay, fungal-cavern detail. Default 16-stride / 70-density on a stone-grey base reads cleanly at 256x256 with about half the surface mossed over.
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@ -143,6 +143,8 @@ void printUsage(const char* argv0) {
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std::printf(" Starburst: N rays radiating from center with linear falloff (sun / holy symbol / mosaic hub)\n");
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std::printf(" --gen-texture-studs <out.png> <bgHex> <studHex> [stride] [studR] [W H]\n");
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std::printf(" Studs: rivet grid with derived inner highlight (3D rivet/stud appearance for armor + leather)\n");
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std::printf(" --gen-texture-moss <out.png> <bgHex> <mossHex> [stride] [density 0-100] [seed] [W H]\n");
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std::printf(" Moss: irregular spots scattered on a hash-jittered grid (forest floor / weathered stone / swamp)\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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