Stone, iron ore, gold, wood, plank now render as ElvGames FG_Abandoned_Mines sprites instead of hue-hashed coloured squares. Other types fall back to the procedural square; quality border + stack count badge are layered on top of whichever base renders. Atlas coords picked from /tmp/item_finals.png + /tmp/wood_plank_alts.png: stone (5, 33) rock cluster with stone chunks iron_ore (9, 33) rock with silver chunks gold (13, 33) rock with gold chunks wood (20, 13) chunky brown log pile plank (28, 18) horizontal-grain plank stack Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
40 lines
968 B
Text
40 lines
968 B
Text
[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://ba6umi3eb8p65"
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path="res://.godot/imported/FG_Abandoned_Mines.png-59627b415a268a4512cae2e47f098866.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://art/tiles/FG_Abandoned_Mines.png"
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dest_files=["res://.godot/imported/FG_Abandoned_Mines.png-59627b415a268a4512cae2e47f098866.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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