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sow-module-tilesets/docs/superpowers/specs/2026-07-05-wgt01-texture-kit-gaps.md
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2026-07-05 09:34:07 +02:00

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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.