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feat(editor): add --gen-texture-studs riveted-armor pattern
54th procedural texture: grid of round rivet caps with an inner highlight. Each stud has: • outer ring (40%-100% of studR) at the studHex base color • inner core (0-40% of studR) at studHex × 1.4 brightness • bg color outside studR The 40% bright core sells the 3D rivet appearance — a flat solid circle (which --gen-texture-dots already produces) reads as a polka dot, while the bright/dim concentric pair reads as a metal stud catching light. Useful for studded leather armor, riveted plate, banded mail trim, dwarven hauberks, prison-cell door reinforcement, ship hull plating. Default 24-stride grid with R=7 reads cleanly at typical body-armor scale.
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3 changed files with 91 additions and 1 deletions
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@ -141,6 +141,8 @@ void printUsage(const char* argv0) {
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std::printf(" Caustics: 4 superimposed sine waves (x/y/x+y/x-y) producing diamond-mesh water shimmer\n");
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std::printf(" --gen-texture-starburst <out.png> <bgHex> <rayHex> [rays] [beamWidth] [W H]\n");
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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(" --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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