# wgt01 Texture Kit — Missing Slots (Phase 2) — Spec

Date: 2026-07-05 · Status: **material slots shipped 2026-07-05** (fbrick, iron,
timber, planks, brass, copper, plastr, slate, glass — see `wgt01/textures/SOURCES.md`).
Remaining: decal tail only (canvas, poster, alchst, soot variant) — deferred
until facade/placeable work shows they're needed. Deviations: glass is
diffuse-only (no `.mtr`; alpha/env deferred); slate `_h` is derived from the
diffuse (BC4 source undecodable).

## Goal

Extend the shipped wgt01 ground kit (see
`2026-07-05-wgt01-texture-kit-design.md`, phase 1, merged) with the material
slots from the `wgt01/concept-art-2.png` MATERIAL PALETTE row that the kit
does not yet cover. These serve buildings/props/upper structures, so they are
needed before any facade or placeable work — not by the ground tiles.

## Missing slots

| slot | palette name | proposed basename | notes / source leads |
|---|---|---|---|
| red fire brick | BRICK (INDUSTRIAL) | `wgt01_fbrick` | deep red industrial brick; ambientCG `Bricks*` CC0, regrade warm-dark (keep red, don't cool-tint it away) |
| metal (iron) | METAL (IRON) | `wgt01_iron` | riveted dark plate; ambientCG `Metal*` CC0; low roughness, near-black |
| wood (timber) | TIMBER | `wgt01_timber` | dark structural beam wood; Procampur `tcn01_wood*` if present, else CC0 |
| wood planks (tarred) | WOOD (TARRED) | `wgt01_planks` | dock/floor planking, near-black tarred finish |
| brass | BRASS | `wgt01_brass` | fittings/trim; small tiling metal, warm highlight |
| copper (aged) | COPPER (AGED) | `wgt01_copper` | verdigris green-teal; roofing/pipes |
| plaster | PLASTER | `wgt01_plastr` | cracked grey-brown wall plaster |
| roof slate | ROOF SLATE | `wgt01_slate` | dark slate shingles |
| dirty glass | DIRTY GLASS | `wgt01_glass` | window panes; likely needs alpha/env treatment |
| rope / canvas | ROPE / CANVAS | `wgt01_canvas` | awnings, tarps, rigging |
| paper / posters | PAPER / POSTERS | `wgt01_poster` | decal-style, 32-bit alpha like the grime decals |
| alchemical stains | ALCHEMICAL STAINS | `wgt01_alchst` | alpha decal overlay |
| grime & soot | GRIME & SOOT | — | partially covered by `wgt01_grime1_d`; add soot variant if phase-2 work shows it's needed |

Priority when planned: fire brick, iron, timber, planks first (user-named,
plus structural); brass/copper next (trim); plaster/slate/glass with facade
work; canvas/poster/stains as decals last.

## Standards (carry over from phase 1, as shipped)

- TGA type 2 uncompressed; 24-bit for `_d/_n/_h`, 32-bit RGBA for decals.
- Basenames ≤ 16 chars, lowercase, `wgt01_` prefix.
- `.mtr` CRLF: `texture0` `_d`, `texture1` `_n`, `texture2` black, `texture4` `_h`.
- All diffuses through `wgt01/regrade.sh` (defaults `MOD=65,55,100
  TINT=#232830 TINTPCT=12`) with per-slot env overrides recorded in
  SOURCES.md — except slots whose identity is a hue (fire brick red, copper
  verdigris, brass): those get a custom grade that darkens without killing
  the hue; record the exact command.
- Every file gets a `SOURCES.md` row (origin + license) at creation time.
- New materials wired as `MAT_wgt01_<slot>` in `wgt01.blend` via
  `wire_materials.py` (which sets `use_fake_user`).

## Out of scope

Building/facade geometry; `.set`/`.hak` packing; animated glass/env maps.
This spec is inventory + standards only; sizing and sourcing decisions happen
when a phase-2 plan is written.
