First visual pass: replaces nothing, adds a decoration TileMapLayer above Terrain that paints ~8% of cells with random overlay sprites pulled from FG_Grasslands_Spring.png. Mix of 3 grass-sprout variants, 3 white-with- colored-center flowers, and 2 scattered-grass-dot patches. ~540 cells populated on the 80x80 map; deterministic seed so layout is stable. The bundle's design assumes flat-color terrain + overlay sprites for visual richness — so this is the cheapest possible win that uses the art we own. Terrain base, walls, trees, pawns, UI all unchanged. Implementation lives in world.gd as _build_decoration_tileset() + _paint_decorations(); the Decoration TileMapLayer is added to world.tscn at z_index=0 (siblings render in tree order so it draws between Terrain and Floor). Tileset is built at runtime pointing at res://art/tiles/FG_Grasslands_Spring.png, mirroring the existing _build_placeholder_tileset pattern. Verified MCP runtime: world feels like a meadow now, no perf hit. Headless boot logs '[world] decoration: painted 541 overlay cells'. License: ElvGames Humble bundle — commercial use OK with credit (see docs/art.md). Credit string compilation is still an open audit item. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
40 lines
973 B
Text
40 lines
973 B
Text
[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://25dl87qxv8ks"
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path="res://.godot/imported/FG_Grasslands_Spring.png-e9676b030c6767775ad374c0db805fa9.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_Grasslands_Spring.png"
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dest_files=["res://.godot/imported/FG_Grasslands_Spring.png-e9676b030c6767775ad374c0db805fa9.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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