3.0 KiB
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. .mtrCRLF:texture0_d,texture1_n,texture2black,texture4_h.- All diffuses through
wgt01/regrade.sh(defaultsMOD=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.mdrow (origin + license) at creation time. - New materials wired as
MAT_wgt01_<slot>inwgt01.blendviawire_materials.py(which setsuse_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.