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feat(editor): add --gen-texture-mesh-screen orthogonal grid
61st procedural texture: thin horizontal + vertical wires forming an axis-aligned grid. Distinct from --gen-texture-lattice (which uses ±45° diagonals to make diamond openings) — this gives the right-angle window- screen / chain-link / sci-fi-grille look. Tested per-axis: a row is "on a wire" if (y % stride) < wireW; a pixel falls on a wire if either its row OR its column tests positive. Result is the unmistakable orthogonal-mesh appearance. Useful for window screens, anti-pest grates, fish nets, sewer grilles, sci-fi vent panels, prison-cell windows, goblin-workshop catwalks. Default 12-stride / 2-wide gives a coarse mesh; finer versions read as bug screen.
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@ -155,6 +155,8 @@ void printUsage(const char* argv0) {
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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(" --gen-texture-mesh-screen <out.png> <bgHex> <wireHex> [stride] [wireW] [W H]\n");
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std::printf(" Mesh-screen: orthogonal H+V wire grid (window screen / chain-link / sci-fi grille)\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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