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feat(editor): add --gen-texture-snake-skin diamond-scale pattern
60th procedural texture: brick-offset grid of diamond-shaped scales using L1 (taxicab) metric so |dx|/halfW + |dy|/halfH < 1 inside each diamond. Even rows are aligned with the cell grid; odd rows shift by halfW so adjacent scales touch tangentially along their points — the classic snake/dragon hide pattern. A thin dark outline at d ∈ [outlineFrac, 1] gives definition; outline color is automatically derived as scaleHex × 0.4 (2/5 brightness). Set outlineW=0 to skip the outline for a smoother painted-scale look. Distinct from --gen-texture-scales (overlapping circles for fish/dragon scales) and --gen-texture-chainmail (rings for metal mail). Useful for snake-cult robe trim, naga skin, dragon-scale armor inserts, lizardman set dressing, basilisk-themed dungeon decor.
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@ -153,6 +153,8 @@ void printUsage(const char* argv0) {
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std::printf(" Pinstripe: thin vertical lines at every stride; every Nth stripe is doubled-thick feature line\n");
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std::printf(" --gen-texture-camo <out.png> <aHex> <bHex> [cellSize] [threshold] [seed] [W H]\n");
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std::printf(" Camouflage: 2-octave value noise thresholded into hard bg/fg blobs (woodland disruption pattern)\n");
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std::printf(" --gen-texture-snake-skin <out.png> <bgHex> <scaleHex> [cellW] [cellH] [outlineW] [W H]\n");
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std::printf(" Snake skin: brick-offset diamond scales (L1 metric) with derived dark outline (reptile / dragon hide)\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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