1.6 KiB
Cinder Docks artwork and audio provenance
The three art/*-source-hd.png masters are authored for this mission using the
built-in imagegen tool. Exact prompts are in prompts.json; no API key or CLI
image generation was used. Terrain uses the existing Mission 1 generated terrain
as its material reference and a locally decoded original Raptor terrain tile as
its palette reference. The original tile remains outside Git. The briefing and
furnace station use the new Cinder Docks terrain as a style reference.
build_assets.py performs deterministic full-canvas palette conversion,
resampling and tile slicing. SD terrain is quantized before slicing so neighboring
tiles share one palette pass. A reflected second half makes both vertical repeat
boundaries match exactly. Logical dimensions stay separate from HD dimensions;
the station has a transparent 48×48 logical canvas and 192×192 HD canvas.
The slag projectile reuses copies of the authored iron_coast_boss projectile
SD/HD artwork. The coolant icon reuses copies of the authored Mission 1 repair
SD/HD artwork. These copies are distributed locally with this mission so no
cross-package filesystem paths are needed. They are generated mod artwork,
not original game assets. Their hashes are recorded in provenance.json.
All nine WAV cues are synthesized locally with the deterministic oscillator,
seeded noise, envelopes and PCM encoder in build_assets.py. They are mono
22,050 Hz signed PCM16, contain nonzero samples and do not clip. The procedural
source, generated PNG/WAV outputs, exact prompts and reports are included in Git.
No external audio samples are used.