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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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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||