5.4 KiB
wgt01 Texture Kit & Design — Spec
Date: 2026-07-05 · Branch: wgt01-tileset-kit · Status: shipped & merged (see "As shipped" below; gaps tracked in 2026-07-05-wgt01-texture-kit-gaps.md)
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 stocktcn01City set:_d/_h/_nmaps +.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 libis 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
wgt01/textures/— the kit. Per material slot:wgt01_<slot>_d/_h/_n.tga(+_swhere available) andwgt01_<slot>.mtr. All resrefs ≤ 16 chars,wgt01_namespace. No originals modified in/home/vicky/Blender.wgt01/textures/SOURCES.md— per-file provenance + license notes (Procampur origin filename, or CC0 URL/asset id).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_sgenerated from darkened diffuse.- Materials wired into
wgt01/wgt01.blendon the tile prototypes (namedMAT_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.blendopens in Blender 4.0.2 with allMAT_wgt01_*images resolving (relative paths intowgt01/textures/).SOURCES.mdcovers every shipped file.
As shipped (current truth, post-merge)
Deviations from the table above; everything else landed as specced:
- No
_smaps anywhere —.mtrusestexture2pointing at a shared black,texture4_h. The "generate_sfrom darkened diffuse" idea was dropped. - Slot 4 sidewalk =
tcn01_stone04(the internet-flagstone option lost). - Slot 5 wall =
tcn01_brick03only; noslum01blend. Waterline is a separate decalwgt01_wtrline_d. - Slot 6 bridge shares
tcn01_stone04with sidewalk, differentiated by a darker/cooler regrade (MOD=42,40,105 TINT=#1c2436 TINTPCT=22); its_n/_hare still sidewalk's — replace only if it reads wrong in-engine. - Slot 7 gutter = extra-dark cobble regrade; the iron grate is a separate
32-bit decal
wgt01_grate_d(DDS converted via nwn_crunch, not ImageMagick). - Slot 8 water = authored near-black diffuse +
wgt01_water_d.txiwith the standard bumpyshiny template (ttr01__env/shinywater), no.mtrand no.setEnvMap dependency. - Full provenance in
wgt01/textures/SOURCES.md; palette check inwgt01/textures/contact-sheet.png.
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.