feat: A-frame tent + portal walk-through field + texture polish
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- camping: replace cube tent with A-frame slope panels (tent_panel_l/r) +
  cardinal_direction permutations; vote-skip sleep that mixes
  player.isSleeping bed sleepers with tent occupants and respects the
  playersSleepingPercentage gamerule; new weathered-canvas texture.
- lobby: walk-through silverlabs:portal_field block (no collision,
  translucent swirl, cross-plane geo) auto-placed above each portal frame;
  invisible silverlabs:portal_label entity floats above each portal with
  the destination world name; transfer detection now scans down through
  the field to find the destination frame.
- postal: regenerate post_office and mailbox block textures so they fill
  the full block face (brick + POST plaque, full red panel with slot/latch
  /flag/rivets) instead of small sprites floating on transparent.
- dynamite + tow-boat: ship the addons (volumes wired into all four
  worlds; enabled_packs registers them into Mya's world).
- art: build-textures.py extended; build-art-catalog.py added to project.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-25 23:17:31 +01:00
parent fce15ac801
commit 3e08a59972
58 changed files with 1815 additions and 67 deletions

View File

@@ -30,6 +30,13 @@ MB_BLACK = (20, 20, 20)
MB_FLAG = (235, 190, 55)
MB_POST = (90, 60, 35)
# Tent canvas — weathered green army-tent fabric
CANVAS_LIGHT = (118, 138, 88)
CANVAS_MID = (90, 110, 68)
CANVAS_DARK = (66, 84, 50)
CANVAS_SHADOW = (44, 58, 36)
CANVAS_STITCH = (190, 175, 130)
def save(img: Image.Image, rel: str) -> None:
out = ROOT / rel
@@ -228,10 +235,174 @@ def mailbox() -> Image.Image:
return img
# ── Tent Canvas ────────────────────────────────────────────
# Weathered army-canvas fabric: subtle horizontal weave + occasional darker
# mottling + a vertical seam stitch line. Fully opaque so it doesn't ghost
# against the alpha_test renderer.
def tent_canvas() -> Image.Image:
img = Image.new("RGBA", (16, 16), CANVAS_MID)
# Horizontal weave bands (every 2 rows alternating tone)
for y in range(16):
row = CANVAS_MID if (y // 2) % 2 == 0 else CANVAS_DARK
rect(img, 0, y, 15, y, row)
# Diagonal weave specks for fabric texture
for y in range(16):
for x in range(16):
if (x + y) % 5 == 0:
px(img, x, y, CANVAS_LIGHT)
elif (x - y) % 7 == 0:
px(img, x, y, CANVAS_SHADOW)
# Wear / sun-bleached patches (clusters)
for (x, y) in [(2, 3), (3, 3), (10, 6), (11, 6), (5, 11), (6, 11), (13, 12)]:
px(img, x, y, CANVAS_LIGHT)
# Vertical seam stitch down the center
for y in range(0, 16, 2):
px(img, 7, y, CANVAS_STITCH)
px(img, 8, y, CANVAS_SHADOW)
# Edge darken (gives the panel some depth at block boundaries)
rect(img, 0, 0, 15, 0, CANVAS_SHADOW)
rect(img, 0, 15, 15, 15, CANVAS_SHADOW)
rect(img, 0, 0, 0, 15, CANVAS_SHADOW)
rect(img, 15, 0, 15, 15, CANVAS_SHADOW)
return img
# ── Mailbox v2 — block-style (full 16x16 face, no transparency) ─
# The previous sprite was an item-sized icon centered on transparency, which
# reads as a placeholder when applied to all 6 faces of a cube. This version
# fills the face: red body panel, vertical seam, slot, latch, riveted corners.
def mailbox_block() -> Image.Image:
img = Image.new("RGBA", (16, 16), MB_RED)
# Vertical highlight strip on the left
rect(img, 0, 0, 1, 15, MB_RED_HL)
# Vertical shadow strip on the right
rect(img, 14, 0, 15, 15, MB_RED_DARK)
# Top dome highlight (1px band)
rect(img, 2, 0, 13, 0, MB_RED_HL)
# Bottom shadow band
rect(img, 2, 15, 13, 15, MB_RED_DARK)
# Horizontal mail slot (centered)
rect(img, 4, 6, 11, 8, MB_BLACK)
rect(img, 4, 6, 11, 6, (50, 50, 50)) # slot lip highlight
rect(img, 4, 8, 11, 8, (5, 5, 5)) # slot lip shadow
# Round latch below the slot
rect(img, 7, 11, 8, 12, MB_BLACK)
px(img, 7, 11, (90, 90, 90))
# Yellow flag emblem in the top-right corner
rect(img, 12, 2, 13, 4, MB_FLAG)
px(img, 12, 2, (180, 140, 40))
# Flag pole
px(img, 13, 5, (60, 60, 60))
# Rivets in the corners
for (x, y) in [(2, 2), (13, 2), (2, 13), (13, 13)]:
px(img, x, y, (40, 15, 15))
return img
# ── Post Office v2 — block-style facade ─────────────────────
# A small post-office building face: brick wall, "POST" plaque, awning hint.
def post_office_block() -> Image.Image:
img = Image.new("RGBA", (16, 16), BRICK_RED)
# Brick courses with mortar lines (offset every other row)
for y in range(16):
# mortar line every 4 rows
if y % 4 == 0:
rect(img, 0, y, 15, y, MORTAR)
else:
# vertical mortar joints, offset by course
offset = 0 if (y // 4) % 2 == 0 else 4
for x in range(16):
if (x + offset) % 8 == 0:
px(img, x, y, MORTAR)
else:
# subtle brick tone variation
if (x + y) % 3 == 0:
px(img, x, y, BRICK_DARK)
# Cream-colored "POST" plaque (centered)
rect(img, 2, 5, 13, 10, CREAM)
rect(img, 2, 5, 13, 5, ENVELOPE_LINE) # top border
rect(img, 2, 10, 13, 10, ENVELOPE_LINE) # bottom border
rect(img, 2, 5, 2, 10, ENVELOPE_LINE) # left border
rect(img, 13, 5, 13, 10, ENVELOPE_LINE) # right border
# "POST" lettering — 4 chunky chars on the plaque
# P
rect(img, 3, 7, 4, 8, ENVELOPE_LINE); px(img, 3, 6, ENVELOPE_LINE)
# O
rect(img, 6, 6, 7, 9, ENVELOPE_LINE); px(img, 6, 7, CREAM); px(img, 7, 7, CREAM); px(img, 6, 8, CREAM); px(img, 7, 8, CREAM)
# S (simplified stub)
rect(img, 9, 6, 10, 6, ENVELOPE_LINE); px(img, 9, 7, ENVELOPE_LINE); rect(img, 9, 8, 10, 8, ENVELOPE_LINE); px(img, 10, 9, ENVELOPE_LINE); rect(img, 9, 9, 10, 9, ENVELOPE_LINE)
# T
rect(img, 11, 6, 12, 6, ENVELOPE_LINE); rect(img, 11, 7, 11, 9, ENVELOPE_LINE)
# Red stamp accent in the top-right
rect(img, 12, 1, 14, 3, STAMP_RED)
px(img, 13, 2, (255, 220, 220))
# Awning suggestion (alternating red/cream stripes at the top)
for x in range(16):
if (x // 2) % 2 == 0:
px(img, x, 1, (210, 70, 70))
else:
px(img, x, 1, CREAM)
rect(img, 0, 0, 15, 0, ENVELOPE_LINE)
return img
# ── Portal Field ───────────────────────────────────────────
# Translucent swirling-energy texture for the walk-through portal column.
# Renders with alpha blending — the dark areas read as voids, the bright
# center streaks read as concentrated portal energy.
def portal_field() -> Image.Image:
import math
img = Image.new("RGBA", (16, 16), (0, 0, 0, 0))
cx, cy = 7.5, 7.5
for y in range(16):
for x in range(16):
dx = x - cx
dy = y - cy
dist = math.sqrt(dx * dx + dy * dy)
angle = math.atan2(dy, dx)
# swirl: angle modulated by distance
swirl = math.sin(angle * 3 + dist * 1.5) * 0.5 + 0.5
# purple/violet base
r = int(80 + swirl * 100)
g = int(20 + swirl * 30)
b = int(140 + swirl * 90)
# alpha falls off near edges, bright in middle bands
edge = max(0, 1 - dist / 8.5)
alpha = int(160 * edge + swirl * 60)
alpha = max(0, min(220, alpha))
img.putpixel((x, y), (r, g, b, alpha))
# Bright vertical core streaks
for y in range(16):
for x in (7, 8):
r, g, b, _ = img.getpixel((x, y))
img.putpixel((x, y), (min(255, r + 60), min(255, g + 30), min(255, b + 60), 220))
return img
def main() -> None:
save(smart_crafting_table(), "smart-crafting-addon/smart_crafting_RP/textures/blocks/smart_crafting_table.png")
save(post_office(), "postal-service-addon/postal_service_RP/textures/blocks/post_office.png")
save(mailbox(), "postal-service-addon/postal_service_RP/textures/blocks/mailbox.png")
save(post_office_block(), "postal-service-addon/postal_service_RP/textures/blocks/post_office.png")
save(mailbox_block(), "postal-service-addon/postal_service_RP/textures/blocks/mailbox.png")
save(tent_canvas(), "camping-supplies-addon/camping_supplies_RP/textures/blocks/tent_canvas.png")
save(portal_field(), "lobby-addon/lobby_transfer_RP/textures/blocks/portal_field.png")
if __name__ == "__main__":