# wgt01 Texture Kit — Missing Slots (Phase 2) — Spec Date: 2026-07-05 · Status: draft, not yet planned ## 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_` 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.