texture seeds
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# wgt01 Texture Kit — Missing Slots (Phase 2) — Spec
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Date: 2026-07-05 · Status: draft, not yet planned
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Date: 2026-07-05 · Status: **material slots shipped 2026-07-05** (fbrick, iron,
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timber, planks, brass, copper, plastr, slate, glass — see `wgt01/textures/SOURCES.md`).
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Remaining: decal tail only (canvas, poster, alchst, soot variant) — deferred
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until facade/placeable work shows they're needed. Deviations: glass is
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diffuse-only (no `.mtr`; alpha/env deferred); slate `_h` is derived from the
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diffuse (BC4 source undecodable).
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## Goal
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| wgt01_water_d | authored (ImageMagick plasma); bumpyshiny via wgt01_water_d.txi (standard water template, no mtr) | ours |
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| wgt01_gutter_* | PBR_Procampur/tcn01_cobb02_* (extra-dark regrade) | see readme |
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| wgt01_grate_d | PBR_Procampur/tcn01_grate01.dds via nwn_crunch tga conversion | see readme |
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| wgt01_timber_* | PBR_Procampur/tcn01_wood01_* | see PBR_Procampur readme |
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| wgt01_planks_* | PBR_Procampur/tcn01_planks01_* (extra-dark tarred regrade: MOD=50,50,100 TINTPCT=18) | see readme |
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| wgt01_iron_* | PBR_Procampur/tcn01_metl03_* (near-black regrade: MOD=55,40,100) | see readme |
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| wgt01_plastr_* | PBR_Procampur/tcn01_plstr00_* | see readme |
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| wgt01_slate_* | PBR_Procampur/tcn01_roof02_[DN].dds (cool slate regrade: MOD=42,40,105 TINT=#1c2436 TINTPCT=22); _h derived from diffuse luminance (BC4 source undecodable) | see readme |
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| wgt01_glass_d | PBR_Procampur/tcn01_glas02_d (diffuse only; alpha/env treatment deferred to facade work) | see readme |
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| wgt01_fbrick_* | ambientcg.com asset Bricks097 (1K JPG, 1024×512 source stacked 2× vertically to 1024×1024); hue-preserving grade MOD=55,75,100 TINT=#1a1512 TINTPCT=10 | CC0 |
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| wgt01_brass_* | ambientcg.com asset Metal008 (1K JPG); warm grade MOD=70,85,100 TINT=#241c10 TINTPCT=8 | CC0 |
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| wgt01_copper_* | ambientcg.com asset PaintedMetal006 (1K JPG, verdigris); grade MOD=65,80,100 TINT=#0f1a18 TINTPCT=10 | CC0 |
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renderhint NormalAndSpecMapped
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// Textures
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texture0 wgt01_brass_d
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texture1 wgt01_brass_n
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texture2 black
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texture3 null
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texture4 wgt01_brass_h
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texture5 null
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renderhint NormalAndSpecMapped
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// Textures
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texture0 wgt01_copper_d
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texture1 wgt01_copper_n
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texture2 black
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texture3 null
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texture4 wgt01_copper_h
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texture5 null
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renderhint NormalAndSpecMapped
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// Textures
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texture0 wgt01_fbrick_d
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texture1 wgt01_fbrick_n
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texture2 black
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texture3 null
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texture4 wgt01_fbrick_h
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texture5 null
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renderhint NormalAndSpecMapped
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// Textures
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texture0 wgt01_iron_d
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texture1 wgt01_iron_n
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texture2 black
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texture3 null
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texture4 wgt01_iron_h
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texture5 null
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renderhint NormalAndSpecMapped
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// Textures
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texture0 wgt01_planks_d
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texture1 wgt01_planks_n
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texture2 black
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texture3 null
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texture4 wgt01_planks_h
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texture5 null
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renderhint NormalAndSpecMapped
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// Textures
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texture0 wgt01_plastr_d
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texture1 wgt01_plastr_n
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texture2 black
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texture3 null
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texture4 wgt01_plastr_h
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texture5 null
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renderhint NormalAndSpecMapped
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// Textures
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texture0 wgt01_slate_d
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texture1 wgt01_slate_n
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texture2 black
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texture3 null
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texture4 wgt01_slate_h
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texture5 null
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renderhint NormalAndSpecMapped
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// Textures
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texture0 wgt01_timber_d
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texture1 wgt01_timber_n
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texture2 black
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texture3 null
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texture4 wgt01_timber_h
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texture5 null
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"""Create/refresh MAT_wgt01_* materials in wgt01.blend (run headless)."""
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import bpy, os
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SLOTS = ["cobble", "worn", "plaza", "sidewlk", "wall", "bridge", "gutter", "water"]
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SLOTS = ["cobble", "worn", "plaza", "sidewlk", "wall", "bridge", "gutter", "water",
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"fbrick", "iron", "timber", "planks", "brass", "copper", "plastr", "slate", "glass"]
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BASE = os.path.dirname(bpy.data.filepath)
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for slot in SLOTS:
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nt.links.new(ntex.outputs["Color"], nmap.inputs["Color"])
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nt.links.new(nmap.outputs["Normal"], bsdf.inputs["Normal"])
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# wet look: low roughness on ground slots
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bsdf.inputs["Roughness"].default_value = 0.35 if slot in ("cobble", "gutter", "water") else 0.6
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bsdf.inputs["Roughness"].default_value = 0.35 if slot in ("cobble", "gutter", "water", "iron", "brass", "copper", "glass") else 0.6
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bpy.ops.wm.save_mainfile()
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print("WIRED:", ", ".join(f"MAT_wgt01_{s}" for s in SLOTS))
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