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raptorreplica f3b30df0f8 Remaster eighteen original terrain pictures
Add the complete organic forest family and two Source-guided terrain tiles with portable reproduction tools and review evidence. Preserve existing game assets and restore fifteen referenced archival metadata files.

Validation: 157 maintained HD-tool tests; installed HD validation 5539/5539 with zero rejects; 45 mods; three 1080p SDL controls unchanged. SourceF binaries and gameplay are unchanged. Native Windows validation for the preceding 5521-picture commit passed.
2026-10-18 13:30:31 +11:00

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Use case: stylized-concept.
Asset type: one opaque 4 by 4 atlas of sixteen top-down forest ground tiles for a scrolling game. Desired output 2048 by 2048 square.
References: Image 1 is the exact sixteen Original 32 by 32 pictures in a 128 by 128 atlas. Image 2 is the identical Original atlas enlarged with nearest-neighbor sampling only, so its silhouettes and dark/light groups are visible. These are geometry, material and shading truth, not a pixel-block texture to imitate. There is no held HD parent or generated style reference.
Primary request: make genuinely detailed, natural irregular overhead forest canopy within those exact Original shapes. Render overlapping varied small leaves, needle sprays and subtle branching foliage as continuous shaded masses. Texture should belong to the canopy rather than read as separate decorative symbols. Use the Original dark forest greens, quiet olive accents, nearly black shadowed ground and the sparse dark-earth/brown fields. Preserve soft broad light and shade instead of individually spotlighting every leaf cluster.
Layout: exactly four rows and four equal square columns, edge-to-edge with no gutters, lines, labels, padding or frame. Row-major identities: row 1 = 2061d, 2061e, 2061f, 20620; row 2 = 20621, 20622, 20623, 20624; row 3 = 20625, 20626, 20627, 20628; row 4 = 20629, 2062a, 2062b, 2062c. Each cell is its own complete 32 by 32 logical canvas, viewed straight down with its Original orientation and edge crossings unchanged. Match the Original canopy concentrations, open dark gaps and boundary anchors in each corresponding cell. Sparse cells must stay sparse; dense cells must stay dense. Do not replace sixteen distinct shapes with sixteen variations of one generic forest patch.
Material and structure: keep the canopy connected and irregular where the Original is connected, with varied leaf sizes and directions and partially hidden fine twigs inside those masses. The genuine brown shaded patches in row 3 columns 1 and 2 remain in place and dark; do not turn them into new trunks or separate objects. The almost black open areas are opaque dark ground/shadow, not transparency. Keep them open and dark.
Avoid: flower heads, stars, radial rosettes, repeated five- or six-lobed stamps, circular bushes, bright pale-yellow leaf crowns, white highlights, evenly spaced isolated clumps, ornamental patterns, trunks, logs, flowers, paths, stones, new scenery, perspective, text and borders. Do not put random grain over visible nearest-neighbor pixel blocks. Do not fill dark gaps to make a uniformly dense forest. Do not brighten or recolor the whole atlas. Preserve the Original silhouettes and broad shading while adding coherent high-resolution foliage surfaces.
Output: one fully opaque natural square atlas only; no reference sheet, no comparison, no explanation or lettering. Every returned pixel is part of the untouched generated output. 2048 by 2048 is preferred, but retain the actual returned canvas without resizing or fitting.