The terrain moves in: pits open downward, hedges stand waist-high, ooze is jello
The flat token billboards give way to terrain that inhabits the room. Pits, slime, tacks, and the dimensional warp's rings are painted INTO the flagstones — the home-tile decal pass grows into a general per-cell overlay grid, one texture per cell, alpha-blended texel by texel. Thorn and rose hedges fill their square wall to wall at half height, drawn with a near-bias so the wizard standing among the thorns peeks over the top. The killer ooze rises as a full translucent cube of jello, bricks and bodies visible through it; dust billows; and each dimensional warp mouth throws an additive pillar of violet light up from its floor ring. Billboards learn aspect, translucency, glow, and draw-order bias to carry it all. Nine paintable starters ship — four floor decals under textures/, five standing volumes under terrain3d/ (spec updated for the artist, hedges wide, jello solid, warpglow as light) — shown in the token workshop, rehearsable in place with /?fpv&terrain=thornbush@3,7;jello@4,7. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -51,6 +51,24 @@ door slide (doors animate by sliding `door.png` along its own edge — no
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separate art), and the jammed-lock seethe (a pulsing rust glow the
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renderer lays over the door) — those are renderer effects, not images.
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## The terrain, in two families
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**Floor decals** — `public/textures/pit.png`, `slime.png`, `tacks.png`,
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`dimwarp.png` — are painted INTO the flagstones by the floor caster,
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alpha-blended texel by texel like the home tile: transparent wherever
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plain floor should show. The pit can carry its own painted label if
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wanted. Square, any size.
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**Standing volumes** — `public/terrain3d/thornbush.png`, `rosebush.png`,
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`jello.png`, `dust.png`, `warpglow.png` — are billboards in the room.
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The hedges render CELL-WIDE at half wall height (paint them twice as
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wide as tall; a wizard in the square peeks over the top). The jello
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cube fills the whole square and is drawn ~60% opaque — paint it solid,
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the renderer supplies the translucency. Dust likewise. `warpglow` is a
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pillar of light drawn ADDITIVELY (like the old glow sprites): bright
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means bright, black vanishes. Rehearse any of them in place:
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`/?fpv&terrain=thornbush@3,7;jello@4,7;dimwarp@2,7`.
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## One more paintable surface: the home tile
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`public/textures/home.png` is a floor overlay for home-base cells,
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