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78th procedural texture: fine cracks following Voronoi cell boundaries. For each pixel, the algorithm finds the two nearest jittered cell centers (across 9 surrounding cells); the difference between (distance to second-nearest) and (distance to nearest) approximates distance to the cell boundary line. Pixels under crackW from the boundary get the crack color; inside cells get the base. Distinct from --gen-texture-cracked (wide stone cracks at large scale via random walk) and --gen-texture-frost (6-spike crystal rosettes from seeded points) — crackle is the fine-mud / dry-leather / parched-earth variant for desert ground / aged-document / drought-cracked-mud zones. Useful for desert-floor zones, aged-leather armor sections, parched-earth dungeon floors, dragon-burned ground, mummified-flesh trim, ancient-document parchment. |
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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 | ||