From 0b09db9fd6badcc5b27f5395c6fa73a7730d1126 Mon Sep 17 00:00:00 2001 From: megaproxy Date: Tue, 12 May 2026 14:55:49 +0100 Subject: [PATCH] Wall: swap floor tile (1,1) for proper brick wall (13,4) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit User flagged the current walls as looking off. Investigation: coord (1, 1) in FG_Fortress.png is actually a tan stone FLOOR tile — no brick texture, no capstone, no depth — which is why a row of them read as pavement rather than a wall. Swap to coord (13, 4): the middle column of a 3-tile-wide capped wall in the autotile region. Used as a single non-autotile sprite, it shows a dark medieval brick wall with a visible top cap, brick coursing, and mortar shadow. The side-by-side simulation at /tmp/wall_rows.png makes the difference obvious — capped brick reads as a real wall, the floor tile reads as graph paper. Phase 5 wall rendering stays non-autotile (every wall uses the same sprite regardless of neighbours), so even at corners the cabin will read more clearly as a stone structure. Autotile pass is a separate future task. Co-Authored-By: Claude Opus 4.7 (1M context) --- scenes/entities/wall.gd | 17 +++++++++++++---- 1 file changed, 13 insertions(+), 4 deletions(-) diff --git a/scenes/entities/wall.gd b/scenes/entities/wall.gd index 14fd709..856f05c 100644 --- a/scenes/entities/wall.gd +++ b/scenes/entities/wall.gd @@ -23,11 +23,20 @@ const TILE_SIZE_PX: int = 16 ## Sim ticks to complete construction at 1× speed (100 ticks = 5 sim seconds). const BUILD_TICKS: int = 100 -## ElvGames Fortress tileset — coord (1, 1) is a plain tan-stone fill tile. -## Eyeballed from /tmp/walls/probe.png in the 2026-05-12 visual pass. -## We use a single sprite per material (Phase 5 lock: no autotile yet). +## ElvGames Fortress tileset — coord (13, 4) is a dark brick wall with a +## visible capstone on top. It's the middle column of a 3-tile-wide capped +## wall autotile; used as a non-autotile single sprite it reads as a proper +## medieval stone wall with a 3D cap and brick coursing below. +## +## The original pick was (1, 1), but that tile is actually a tan stone FLOOR +## (no brick texture, no cap) — rows of (1, 1) looked like a pavement, not a +## wall. Replaced 2026-05-12 after the user flagged "walls don't look great"; +## /tmp/wall_rows.png from the same session shows the side-by-side simulation. +## +## We use a single sprite per material (Phase 5 lock: no autotile yet, so +## every wall renders identically regardless of neighbour configuration). const _STONE_TEX: Texture2D = preload("res://art/tiles/FG_Fortress.png") -const _STONE_FILL_COORD: Vector2i = Vector2i(1, 1) +const _STONE_FILL_COORD: Vector2i = Vector2i(13, 4) ## Supported materials. Phase 5 uses MATERIAL_STONE; MATERIAL_WOOD is reserved