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