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feat(editor): add --gen-texture-tile square stone tile pattern
Per-cell pattern: each pixel falls into a tile cell with grout on every grid edge. Tiles get a stable per-tile shade jitter (via integer-cell hash) so adjacent tiles look distinct rather than identical. Grout is the constant separator color. First new texture added directly to cli_gen_texture.cpp instead of main.cpp — proves the modular pattern works for new additions, not just extractions. Defaults: tilePx=32, groutPx=2. Useful for floors, plaza paving, dungeon walls. Brings the procedural texture pattern set to 23.
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3 changed files with 101 additions and 1 deletions
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@ -73,6 +73,8 @@ void printUsage(const char* argv0) {
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std::printf(" Snow: soft cool-white base + scattered bright sparkle pixels (default density=0.005)\n");
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std::printf(" --gen-texture-lava <out.png> <darkHex> <hotHex> [seed] [crackScale] [W H]\n");
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std::printf(" Lava: dark cooled crust with bright glowing cracks via Worley cell boundaries\n");
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std::printf(" --gen-texture-tile <out.png> <tileHex> <groutHex> [tilePx] [groutPx] [W H]\n");
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std::printf(" Square stone tiles with grout grid (default 32px tiles, 2px grout)\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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