Wall: swap floor tile (1,1) for proper brick wall (13,4)
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) <noreply@anthropic.com>
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@ -23,11 +23,20 @@ const TILE_SIZE_PX: int = 16
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## Sim ticks to complete construction at 1× speed (100 ticks = 5 sim seconds).
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## Sim ticks to complete construction at 1× speed (100 ticks = 5 sim seconds).
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const BUILD_TICKS: int = 100
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const BUILD_TICKS: int = 100
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## ElvGames Fortress tileset — coord (1, 1) is a plain tan-stone fill tile.
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## ElvGames Fortress tileset — coord (13, 4) is a dark brick wall with a
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## Eyeballed from /tmp/walls/probe.png in the 2026-05-12 visual pass.
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## visible capstone on top. It's the middle column of a 3-tile-wide capped
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## We use a single sprite per material (Phase 5 lock: no autotile yet).
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## wall autotile; used as a non-autotile single sprite it reads as a proper
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## medieval stone wall with a 3D cap and brick coursing below.
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##
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## The original pick was (1, 1), but that tile is actually a tan stone FLOOR
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## (no brick texture, no cap) — rows of (1, 1) looked like a pavement, not a
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## wall. Replaced 2026-05-12 after the user flagged "walls don't look great";
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## /tmp/wall_rows.png from the same session shows the side-by-side simulation.
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##
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## We use a single sprite per material (Phase 5 lock: no autotile yet, so
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## every wall renders identically regardless of neighbour configuration).
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const _STONE_TEX: Texture2D = preload("res://art/tiles/FG_Fortress.png")
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const _STONE_TEX: Texture2D = preload("res://art/tiles/FG_Fortress.png")
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const _STONE_FILL_COORD: Vector2i = Vector2i(1, 1)
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const _STONE_FILL_COORD: Vector2i = Vector2i(13, 4)
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## Supported materials. Phase 5 uses MATERIAL_STONE; MATERIAL_WOOD is reserved
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## Supported materials. Phase 5 uses MATERIAL_STONE; MATERIAL_WOOD is reserved
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