refactor relationship changes
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tools/img_gen/tile_prompts.py
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159
tools/img_gen/tile_prompts.py
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# Tile Generation Prompts
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# Recommended Settings:
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# - Model: Nano Banana / Any Pixel Art Model
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# - Resolution: 1024x1024 (Recommended to resize to target size like 96x96 using "Nearest Neighbor" algorithm)
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# - Sampler: Euler a / DPM++ 2M Karras
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# Common Prefix: Emphasize pixel style, RPG view, grid layout, white background
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BASE_PROMPT = (
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"pixel art style, 16-bit rpg game assets, top-down view, "
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"flat shading, high quality, sharp details, "
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"white background, 3x3 grid layout, sprite sheet, "
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"consistent lighting, same color palette"
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)
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TILE_PROMPTS = {
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# ==========================================
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# Category 1: High Frequency Backgrounds
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# Strategy: Emphasize seamlessness, subtle variations, unified tone, avoid obtrusive objects
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# ==========================================
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# Plain/Grassland
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"plain": (
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f"{BASE_PROMPT}, "
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"9 variations of green grass ground tiles, simple meadow texture, "
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"clearly different texture patterns between tiles, clean green lawn, "
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"some tiles with small stone clusters, some with sparse weeds, some with slightly drier patches, "
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"seamless pattern style, harmonious but not identical soothing green color"
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),
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# Desert
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"desert": (
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f"{BASE_PROMPT}, "
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"9 variations of yellow sand ground tiles, desert floor texture, "
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"smooth sand with clearly different wind ripple directions and density, "
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"some tiles with small pebble clusters or tiny dried bushes, "
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"arid atmosphere, golden yellow color with slightly varied brightness, "
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"uniform texture"
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),
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# Water/Sea
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"water": (
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f"{BASE_PROMPT}, "
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"9 variations of blue water surface tiles, lake texture, "
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"calm liquid surface with clearly different ripple shapes and wave crest directions, "
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"some tiles with gentle foam, some with brighter specular highlights, some almost flat, "
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"no islands, no rocks, clear blue color, "
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"consistent water pattern"
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),
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# Glacier/Snow
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"glacier": (
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f"{BASE_PROMPT}, "
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"9 variations of white snow ground tiles, frozen ground texture, "
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"clean white snow with clearly different accumulation shapes, "
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"some tiles with clear shallow footprints, some with cracked ice patterns, subtle blueish tint, "
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"soft smooth surface, no rocks, seamless winter field"
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),
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# Swamp
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"swamp": (
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f"{BASE_PROMPT}, "
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"9 variations of murky swamp ground tiles, dark purple and green mud, "
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"wet muddy ground with clearly different puddle shapes and distributions, "
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"some tiles with many bubbles, some with floating leaves, some almost only dark mud, "
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"toxic atmosphere, dark and gloomy color palette, flat texture"
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),
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# ==========================================
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# Category 2: Obstacles & Terrain
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# Strategy: Emphasize independent objects, centered, clear outlines, slight shape variations without changing style
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# ==========================================
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# Forest - Temperate
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"forest": (
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f"{BASE_PROMPT}, "
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"9 variations of green oak trees, individual map trees, "
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"isolated trees centered in grid cells, "
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"strong differences in tree crown shape, height and density, same green foliage color, "
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"some tiles with one big tree, some with two thinner trees, some with a lower bushy tree, "
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"compact trees, game asset style, clear outline"
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),
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# Rainforest - Tropical
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"rainforest": (
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f"{BASE_PROMPT}, "
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"9 variations of jungle palm trees and broadleaf trees, individual trees, "
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"isolated trees centered in grid cells, "
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"tropical dark green vibrant colors, strong variation in crown size, leaf shapes and trunk height, "
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"some tiles with hanging vines, some with extra side leaves, some with double trunks, "
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"rpg map obstacle, clear outline"
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),
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# Mountain - Rocky
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"mountain": (
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f"{BASE_PROMPT}, "
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"9 variations of grey rocky mountains, small individual mountain peaks, "
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"isolated peaks centered in grid cells, "
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"clearly different peak shapes and slopes, some tall and thin, some low and wide, some double peaks, "
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"grey stone texture with moss hints, similar overall height, clear outline"
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),
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# Snow Mountain
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"snow_mountain": (
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f"{BASE_PROMPT}, "
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"9 variations of snow-capped mountains, individual snowy peaks, "
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"isolated peaks centered in grid cells, "
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"different amounts of snow and rock exposed, some with wide snow caps, some with more rock showing, "
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"white snow on top, grey rock at bottom, "
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"compact shape, cold atmosphere, clear outline"
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),
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# Volcano
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"volcano": (
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f"{BASE_PROMPT}, "
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"9 variations of active volcanoes, small individual volcano peaks, "
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"isolated peaks centered in grid cells, "
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"different crater openings and lava glow intensity, some narrow and tall, some wide and flat, "
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"some tiles with heavy smoke plumes, some with side lava cracks, "
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"dark rock with magma crater on top, dangerous red and black colors, clear outline"
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),
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# City - Icon for world map
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"city": (
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f"{BASE_PROMPT}, "
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"9 variations of small ancient chinese houses, map icon style, "
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"isolated buildings centered in grid cells, "
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"clearly different roof shapes and small courtyard layouts, some with one house, some with two connected houses, "
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"grey tiled roofs, white walls, asian architecture, "
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"compact simple structure, similar size"
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),
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# Sect - More magnificent than cities
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"sect": (
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f"{BASE_PROMPT}, "
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"9 variations of mystical chinese fantasy pavilions, map icon style, "
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"isolated floating palaces or pagodas centered in grid cells, "
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"strong variation in roof layers and tower heights, some with tall spires, some with wide halls, some with side towers, "
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"elegant blue and gold roofs, magical aura, "
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"ethereal atmosphere, clear outline"
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),
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# Ruins
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"ruins": (
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f"{BASE_PROMPT}, "
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"9 variations of ancient stone ruins, broken pillars and walls, "
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"isolated debris centered in grid cells, "
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"clearly different collapse shapes and arrangements, some with standing half pillars, some mostly rubble, some with broken arches, "
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"weathered grey stone, mossy and cracked, "
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"mysterious atmosphere, clear outline"
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)
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}
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if __name__ == "__main__":
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print("=== Generated Prompts ===")
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print(f"Base Prompt: {BASE_PROMPT}\n")
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for key, prompt in TILE_PROMPTS.items():
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print(f"--- {key.upper()} ---")
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print(prompt)
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print()
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