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sow-module-tilesets/docs/superpowers/specs/2026-07-05-wgt01-texture-kit-design.md
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2026-07-05 01:46:27 +02:00

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wgt01 Texture Kit & Design — Spec

Date: 2026-07-05 · Branch: wgt01-tileset-kit · Status: approved-in-conversation, pending spec review

Goal

Assemble the material/texture kit for wgt01 (Westgate Urban Foundation tileset): dark gothic ground grammar only — streets, sidewalks, plazas, curbs, gutters, raised tiers, ramps, canals, bridges. No buildings (placeables later). Palette and material language follow wgt01/concept-art-1.png (8 material slots) and wgt01/VIBE.md (noir dark fantasy, rain-slick, early industrial-magical shown only through ground grammar).

Approach (decided)

Hybrid curated, Procampur-first with a small internet pull:

  • Base structure from /home/vicky/Blender/PBR_Procampur (PBR retexture of stock tcn01 City set: _d/_h/_n maps + .mtr, NWN-correct tiling scale). Confirmed too grey-green/warm as-is → every diffuse gets a uniform regrade.
  • Fresh CC0 pulls (ambientCG / Polyhaven or similar) only for slots Procampur lacks: plaza slabs, possibly sidewalk flagstone and bridge arch stone.
  • pd textures main lib is fallback only (Roads is mostly modern asphalt; the dark pebble-cobble pattern is a candidate wet-cobble alternate).

Rejected: pure Procampur rename (not dark enough); all-internet (discards ready-made NWN conventions, most work).

Deliverables

  1. wgt01/textures/ — the kit. Per material slot: wgt01_<slot>_d/_h/_n.tga (+ _s where available) and wgt01_<slot>.mtr. All resrefs ≤ 16 chars, wgt01_ namespace. No originals modified in /home/vicky/Blender.
  2. wgt01/textures/SOURCES.md — per-file provenance + license notes (Procampur origin filename, or CC0 URL/asset id).
  3. wgt01/regrade.sh (or small script) — the single ImageMagick recipe (levels + desaturate + cool tint, ~35% darken) applied to all diffuses so the kit shares one palette. Reproducible; height/normal maps pass through untouched; missing _s generated from darkened diffuse.
  4. Materials wired into wgt01/wgt01.blend on the tile prototypes (named MAT_wgt01_<slot>, image-based, matching KICKOFF material roles).

Material slots

# Slot (concept sheet) Source Notes
1 Wet cobblestone tcn01_cobb02 d/h/n regrade; specular boosted for rain-slick
2 Worn stone / patches tcn01_cobb05 regrade; broken/repair variant
3 Plaza stone (large slabs) internet CC0 flagstone/slate grade to palette
4 Curb / sidewalk stone tcn01_stone04 or internet flagstone pick after regrade test
5 Retaining wall stone tcn01_brick03 + tcn01_slum01; tcn01_watrstn02 waterline overlay near canals regrade
6 Bridge stone tcn01_stone04/brick03 variant; internet arch stone if needed regrade
7 Dark gutter / drain tcn01_grate01/grill01 iron + darkened stone channel near-black, wet; grate01 is DDS-only → convert
8 Canal / dark water authored near-black water diffuse; .set EnvMap tcn01_water01 too green; animation later

Grime layer (not a slot): tcn01_splotch*/stain* alpha decals reused as-is.

Tile grammar (context, unchanged)

Prefix wgt01; terrains cobble / plaza / canal; crossers street / sidewalk / canal_edge; Transition=1.5; raised tier = cobble at corner height 1 (not a terrain). Kept minimal per the terrain-pairing cost rule in root AGENTS.md §2.1. Canal water sits at Z = 0.3 under a non-walkable walkmesh.

Out of scope

Buildings/facades/props; .set/.itp/.mdl emission (twu01 generator kit is the reference when we get there); water animation; minimaps; hak packing.

Verification

  • Contact sheet (ImageMagick montage) of all regraded diffuses next to concept-art swatches — visual palette check.
  • Every slot has _d/_h/_n + .mtr, names ≤ 16 chars, TGA (no stray DDS).
  • wgt01.blend opens in Blender 4.0.2 with all MAT_wgt01_* images resolving (relative paths into wgt01/textures/).
  • SOURCES.md covers every shipped file.

Risks

  • Regrade recipe may need per-slot tweaks; keep overrides in the script, not hand-edited images.
  • Internet pulls are network-dependent and need license capture at download time.
  • Procampur's own redistribution license should be checked before the kit ships in a public .hak; fine for internal prototyping.