SESSION END 23:40 - Complete visual overhaul. New folder structure (Ground/Veg/Env). Generated final assets (Style 32 Dark-Chibi). Implemented GrassScene_Clean.js with density logic. Scene PERFECT.

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description: NO PIXELATION - Vector-Style Smooth Lines Enforcement
---
# 🚫 NO PIXELATION RULE - Style 32 Smooth Lines
**CRITICAL:** Style 32 is **NOT** pixel art! It uses smooth, vector-style lines with ZERO pixelation.
---
## ✅ GOLD STANDARD REFERENCE
**MANDATORY REFERENCE:** `/references/main_characters/ana/master_reference_nobg.png`
**Why Ana is the GOLD STANDARD:**
-**SMOOTH, CLEAN LINES** - No stair-stepping, no chunky pixels
-**5px THICK OUTLINES** - Consistent, sharp, vector-quality
-**HIGH-RES RENDERING** - Fluid, polished, film-quality
-**FLAT CEL SHADING** - Clean color fills, no pixelation
-**SHARP EDGES** - Like vector art, not retro pixel sprites
**THIS is Style 32. Everything else must match Ana's visual quality.**
---
## 🚫 WHAT IS FORBIDDEN (Pixel Art)
### **Pixel Art Characteristics (NEVER USE):**
- **Stair-stepping edges** (jagged diagonal lines)
-**Chunky, blocky appearance** (visible pixel grid)
-**Low resolution** (< 64px for characters)
-**Dithering patterns** (checkerboard shading)
-**Limited color palette** (8-bit/16-bit restrictions)
-**Retro game aesthetic** (NES, SNES, Game Boy style)
**Example of WRONG style:**
```
🔴 Pixelated character with visible 8x8 pixel blocks
🔴 Diagonal lines look like stairs (█▄▀)
🔴 Low resolution, chunky sprites
```
---
## ✅ REQUIRED STYLE (Vector-Smooth, High-Res)
### **Style 32 Smooth Characteristics:**
#### **1. SMOOTH, ANTI-ALIASED CURVES**
- Outline curves are fluid (like vector art)
- No jagged edges or stair-stepping
- Diagonal lines are smooth gradients
- Round shapes are perfectly circular
#### **2. HIGH-RESOLUTION RENDERING**
- Characters: Minimum 64x64px (prefer 128x128px or higher)
- NPCs: 64x64px to 160x160px
- Buildings: 128x128px to 256x256px
- Render at high resolution, downscale if needed (preserves smooth edges)
#### **3. THICK 5px OUTLINES (SMOOTH)**
- 5px black outlines `#000000`
- Outlines are vector-smooth (not pixel-chunky)
- Consistent thickness around entire shape
- Corners are rounded, not blocky
#### **4. FLAT CEL SHADING (CLEAN)**
- Solid color fills (no dithering)
- Sharp shadow boundaries (but smooth edges)
- No pixel noise or grain texture
- Colors are vibrant and solid
#### **5. FILM-QUALITY POLISH**
- Looks like animation cel (Cult of the Lamb, Don't Starve)
- NOT like retro game sprite (Mario, Zelda classic)
- Professional, modern indie game quality
- Fluid, dynamic, alive
---
## 🔍 VISUAL COMPARISON
### **✅ CORRECT (Ana Reference):**
```
Smooth outlines ───────────────► Vector-quality curves
Thick 5px edges ───────────────► Consistent, clean
High resolution ───────────────► 128px+, sharp details
Flat shading ──────────────────► Solid colors, no grain
Film quality ──────────────────► Professional, polished
```
### **❌ WRONG (Pixel Art):**
```
Jagged edges ──────────────────► Stair-stepping (█▄▀)
Thin/blocky outlines ──────────► Inconsistent thickness
Low resolution ────────────────► < 32px, chunky
Dithered shading ──────────────► Checkerboard patterns
Retro aesthetic ───────────────► Old-school 8-bit look
```
---
## 🛠️ GENERATION ENFORCEMENT
### **MANDATORY PROMPT ADDITIONS:**
**ALWAYS include these phrases:**
```
"SMOOTH vector-style lines (NOT pixel art),
anti-aliased curves, high-resolution rendering,
thick 5px black outlines with clean edges,
matches Ana reference quality from /references/main_characters/ana/,
film-quality polish, NO pixelation, NO stair-stepping,
Cult of the Lamb aesthetic (smooth, not retro)."
```
### **FORBIDDEN PHRASES (Never Use):**
```
❌ "pixel art"
❌ "8-bit style"
❌ "retro game sprite"
❌ "low resolution"
❌ "chunky pixels"
❌ "Game Boy style"
❌ "NES aesthetic"
```
---
## 🔄 AUTO-REROLL TRIGGERS
**IMMEDIATE REROLL if generated image has:**
1. **Jagged diagonal lines** (stair-stepping visible)
- Reroll with: "SMOOTH anti-aliased diagonals, NO stair-stepping"
2. **Blocky, chunky appearance** (pixel grid visible)
- Reroll with: "High-resolution vector-smooth, NO chunky pixels"
3. **Thin or inconsistent outlines** (< 4px or varying thickness)
- Reroll with: "Consistent 5px thick black outlines, smooth edges"
4. **Low resolution** (character < 64px or looks pixelated when zoomed)
- Reroll with: "High-resolution 128px+, film-quality rendering"
5. **Dithering or grain texture** (checkerboard shading)
- Reroll with: "Flat cel shading, solid colors, NO dithering"
**Maximum 3 rerolls. If still pixelated after 3 attempts, report to user.**
---
## 📋 PRE-GENERATION CHECKLIST
**BEFORE generating ANY asset:**
- [ ] Viewed Ana reference (`master_reference_nobg.png`)
- [ ] Understood smooth line quality required
- [ ] Prompt includes "SMOOTH vector-style lines (NOT pixel art)"
- [ ] Prompt includes "matches Ana reference quality"
- [ ] Prompt includes "NO pixelation, NO stair-stepping"
- [ ] Prompt specifies high resolution (64px+ minimum)
- [ ] Prompt specifies 5px thick smooth outlines
- [ ] Avoided ALL pixel art keywords
---
## 📋 POST-GENERATION VERIFICATION
**AFTER generating asset:**
1. **Zoom In Test:**
- Zoom to 200-400%
- Check for jagged edges or stair-stepping
- If visible → REJECT, reroll
2. **Outline Smoothness:**
- Inspect outline curves
- Must be fluid, not blocky
- If blocky → REJECT, reroll
3. **Compare to Ana:**
- Side-by-side with Ana reference
- Match line quality?
- Match outline thickness?
- Match overall polish?
- If NO → REJECT, reroll
4. **Resolution Check:**
- Character sprites: 64px minimum (prefer 128px+)
- Quality should survive zoom
- If too low-res → REJECT, reroll
---
## 🎨 SPECIFIC ASSET TYPES
### **Characters & NPCs:**
- **Resolution:** 128x128px to 160x160px (high-res)
- **Style:** Match Ana exactly (smooth, polished)
- **Reference:** Ana's skin texture, outline quality, shading style
### **Buildings:**
- **Resolution:** 160x256px to 256x256px
- **Style:** Smooth outlines, clean architecture
- **NOT:** Minecraft-style blocky buildings
### **Crops & Plants:**
- **Resolution:** 64x64px minimum
- **Style:** Smooth leaves, organic curves
- **NOT:** Square pixel leaves
### **UI Elements:**
- **Resolution:** Vector-based or high-res PNG
- **Style:** Sharp, modern, smooth
- **NOT:** Retro pixelated UI
### **VFX & Particles:**
- **Resolution:** 64x64px to 128x128px
- **Style:** Smooth glows, fluid effects
- **NOT:** Chunky pixel sparkles
---
## 🚨 EMERGENCY PIXELATION FIX
**If asset was already generated with pixelation:**
1. **Identify Issue:**
- "This asset is pixelated (pixel art style)"
- "Required: Smooth vector-style like Ana reference"
2. **Regenerate Immediately:**
- Use corrected prompt with ALL smooth-line keywords
- Reference Ana directly in prompt
- Emphasize "NOT pixel art" explicitly
3. **Compare Before/After:**
- Old (pixelated) vs New (smooth)
- Verify improvement
- Only accept if matches Ana quality
4. **Replace File:**
- Delete pixelated version
- Save smooth version with same filename
- Update manifest
---
## 📊 QUALITY STANDARDS
### **MINIMUM ACCEPTABLE:**
- Resolution: 64x64px for small assets
- Outline: 5px thick, smooth edges
- Shading: Flat cel, no dithering
- Style: Matches Ana's polish level
### **PREFERRED:**
- Resolution: 128x128px or higher
- Outline: Perfect vector-smooth curves
- Shading: Professional cel animation quality
- Style: Indistinguishable from Ana reference
### **UNACCEPTABLE:**
- ANY visible pixelation or stair-stepping
- Chunky, blocky appearance
- Retro game aesthetic
- Low-resolution sprites (< 32px)
- Dithered or grainy textures
---
## 🎯 STYLE 32 = SMOOTH, NOT PIXELS
**Remember:**
- **Style 32** refers to the "32" in "Cult of the Lamb" inspiration (modern smooth indie)
- **NOT** referring to "32-bit" (which could imply pixel art)
- **ALWAYS** smooth, vector-quality, film-polished
- **NEVER** chunky, pixelated, retro
---
## 📚 REFERENCE LIBRARY UPDATE
**Ana is now PRIMARY reference for line quality:**
- Kai, Gronk, all NPCs must match Ana's smoothness
- Buildings, crops, all assets use Ana's line quality
- NO exceptions
**Secondary references (must also be smooth):**
- Cult of the Lamb (game) - smooth indie style
- Don't Starve (game) - vector-style characters
- Hollow Knight (game) - clean, sharp lines
**NOT references (these are pixel art):**
- Stardew Valley - pixel art style
- Terraria - pixel art style
- Celeste - pixel art style
---
**ACTIVATION:** ALWAYS active (mandatory for ALL asset generation)
**PRIORITY:** MAXIMUM - overrides everything
**VERIFICATION:** Compare to Ana reference EVERY time
---
**🎯 SUMMARY:**
1. Ana = Gold Standard (smooth, vector-quality)
2. NO pixel art, EVER
3. Smooth lines, high-res, film-quality
4. Auto-reroll if pixelated
5. Compare to Ana every time
**EVERYTHING must look like Ana. No exceptions.**
# VISUAL STYLE GUIDE: "CULT OF THE LAMB" AESTHETIC
## 1. STYLE DEFINITION (Style 32)
- **CORE INSPIRATION**: *Cult of the Lamb*, *Don't Starve* (cleaner version).
- **TYPE**: Vector Art / 2D Smooth.
- **LINES**: Thick, consistent BLACK outlines on all major assets.
- **COLORS**: Flat, saturated but slightly dark/muted colors (Noir palette). No gradients unless cel-shaded.
- **SHADING**: Hard Cel-Shading (ostri prehodi senc).
## 2. RESOLUTION RULES (MANDATORY)
Do not generate everything at 1024x1024. Use these target sizes:
| Asset Type | Resolution | Notes |
| :--- | :--- | :--- |
| **Ground Tiles** | `512x512` | Seamless/Tileable textures. |
| **Hero Trees (Large)**| `512x512` | Main visual anchors. |
| **Standard Trees** | `256x256` | General vegetation. |
| **Props / Bushes** | `128x128` or `256x256` | Small items (grass tufts, rocks). |
| **Characters** | `256x256` | Protagonist, Zombies. |
| **UI Icons** | `64x64` or `128x128` | Inventory items. |
## 3. ANTI-ALIASING RULE
- **FORBIDDEN**: Pixel Art aesthetic (jagged edges).
- **REQUIRED**: Smooth, anti-aliased edges (Vector Look).
- Images must look crisp and clean like an SVG export.
## 4. WORKFLOW EXECUTION
1. Generate larger if needed (e.g. 1024) for details.
2. DOWNSCALE to target resolution using high-quality resampling (Lanczos).
3. Ensure Alpha channel is clean (no halos).

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---
description: Strict Reference Mode - 100% Visual DNA Matching
description: MANDATORY - Always check references before generating any assets
---
# 🎯 STRICT REFERENCE MODE
# STRICT REFERENCE MODE - VISUAL DNA
**MANDATORY WORKFLOW:** Before generating ANY new visual asset, follow these steps:
## 1. REFERENCE LOCK
- **LOCKED LOCATION**: `assets/references`
- **PERMISSION**: READ-ONLY.
- **FORBIDDEN ACTIONS**:
- NO MOVING files out of this folder.
- NO DELETING files from this folder.
- NO MODIFYING files in this folder.
- **EXCEPTION**: Any write access requires EXPLICIT USER CONFIRMATION per file.
## ✅ STEP 1: CHECK /references/ FOLDER
## 2. GENERATION WORKFLOW (VISUAL DNA)
When generating NEW assets (e.g. for `assets/DEMO_FAZA1/`):
1. **CONSULT DNA**: Look at `assets/references` to understand the style (Dark-Chibi, thick outlines, Style 32).
2. **GENERATE**: Create the new image in `assets/TEST_GEN` or `assets/DEMO_FAZA1`.
- **BACKGROUND**: MUST be SOLID PINK (`#FF00FF`) or GREEN (`#00FF00`) for easy keying.
- **FORMAT**: PNG-32.
3. **CLEANUP**: IMMEDIATELY run `remove_backgrounds.py` or equivalent tool to remove the solid background.
4. **RESULT**: Transparent PNG (Alpha 24).
**Before any image generation:**
```bash
# View ALL master references
ls -R references/
```
## 3. ZERO PIXELATION RULE
- No pixelated artifacts.
- No loose pixels on edges.
- Use anti-aliasing where appropriate for vector look.
**Must view these references FIRST:**
- `/references/main_characters/kai/master_reference.png`
- `/references/main_characters/ana/master_reference.png`
- `/references/main_characters/gronk/master_reference.png`
- `/references/companions/zombie_scout/master_reference.png`
- `/references/npcs/*/master_reference.png` (all NPCs)
## 4. COMMANDMENT
* "Referenčna mapa je DNK projekta. Gledamo jo, spoštujemo jo, a se je ne dotikamo." *
**Extract Visual DNA:**
- **Outline thickness:** EXACTLY 5px solid black
- **Proportions:** 1:1 chibi (head = body)
- **Shading:** Flat cel shading, no gradients
- **Colors:** Vibrant punk (neon pink, green, purple, blue)
- **Background:** 100% transparent
- **Aesthetic:** Cult of the Lamb style
---
## ✅ STEP 2: MATCH VISUAL DNA 100%
**When generating new asset, prompt MUST include:**
```
EXACT Style 32 matching /references/:
- THICK 5px BLACK OUTLINES (samme as Kai/Ana/Gronk)
- Chibi 1:1 proportions
- Flat cel shading
- Vibrant colored hair [specify color]
- [X] piercings visible
- [describe outfit matching post-apo punk]
- Transparent background
- Cult of the Lamb aesthetic
```
**Cross-reference checklist:**
- [ ] Outlines are 5px thick (visually compare to Kai)
- [ ] Proportions are 1:1 chibi (head = body size)
- [ ] Colors are vibrant punk (no muted tones)
- [ ] Shading is flat (no soft gradients)
- [ ] Background is transparent
- [ ] Overall style matches references
---
## ✅ STEP 3: AUTO-REROLL IF MISMATCH
**IF generated image doesn't match references:**
1. **Identify mismatch:**
- Outlines too thin? → REROLL with "THICKER 5px black outlines"
- Colors too realistic? → REROLL with "vibrant flat colors"
- Shading too soft? → REROLL with "flat cel shading, no gradients"
- Wrong proportions? → REROLL with "chibi 1:1, head equals body"
2. **Reroll immediately:**
```
generate_image with CORRECTED prompt emphasizing the mismatch
```
3. **Maximum 3 rerolls per asset**
- If still doesn't match after 3 attempts, report to user
---
## ✅ STEP 4: GALLERY SYNC - SIDE-BY-SIDE COMPARISON
**After successful generation:**
1. **Copy to assets folder:**
```bash
cp ~/.gemini/antigravity/brain/*/[asset_name].png assets/sprites/[category]/
```
2. **Create comparison artifact:**
- Show reference image
- Show new generated image
- Highlight matching Visual DNA elements
3. **Update manifest:**
```bash
python3 scripts/generate_asset_manifest.py
```
4. **Visual verification:**
- Open both images side-by-side
- Verify outline thickness matches
- Verify color vibrancy matches
- Verify proportions match
---
## 🚫 STRICT RULES - NO EXCEPTIONS
1. **NEVER generate without viewing references first**
2. **NEVER accept mismatched visuals** (auto-reroll required)
3. **NEVER use soft/realistic shading** (only flat cel shading)
4. **NEVER use thin outlines** (always 5px thick black)
5. **NEVER use muted colors** (always vibrant punk)
---
## 📋 QUALITY CONTROL CHECKLIST
Before marking asset as "complete":
- [ ] Viewed master references (Kai, Ana, Gronk, Zombie Scout)
- [ ] Generated asset has 5px thick black outlines
- [ ] Generated asset has 1:1 chibi proportions
- [ ] Generated asset has flat cel shading
- [ ] Generated asset has vibrant colors
- [ ] Generated asset has transparent background
- [ ] Visual comparison shows 100% match
- [ ] Asset copied to correct folder
- [ ] Manifest updated
- [ ] User approved visual match
---
## 🎨 REFERENCE LIBRARY
**Main Characters (ALWAYS check these first):**
- Kai: Pink+green dreadlocks, katana, leather jacket
- Ana: Pink hair, friendly face, survivor outfit
- Gronk: Pink dreadlocks, vape, troll features
**NPCs (check specific NPC reference):**
- Ivan Kovač: Blacksmith, beard, piercings
- Pek: Baker, apron, colored hair
- Tehnik: Tech gear, piercings, tools
- Šivilja: Seamstress, neon pink hair, scissors
- Kustos: Museum curator, glasses, artifacts
- Župan: Mayor, formal but punk
- Arborist: Tree planter, nature gear
- Teacher: Educator, books, punk style
- Miro Pravnik: Lawyer, suit but punk
- Glavni Smetar: Sanitation, gray dreads, broom
- Priest: Gray dreads, cross tattoo, torn robes
---
## 🔄 AUTO-REROLL TRIGGERS
**Immediate reroll if:**
- Outlines < 4px or > 6px
- Proportions are NOT 1:1 chibi
- Shading has soft gradients
- Colors are muted/realistic
- Background is NOT transparent
- Style doesn't match Cult of the Lamb aesthetic
**Reroll prompt adjustments:**
- Too realistic → ADD "flat cartoon cel shading"
- Thin outlines → ADD "THICK 5px black outlines"
- Wrong colors → ADD "vibrant neon [color]"
- Wrong proportions → ADD "chibi 1:1, head equals body size"
---
**ACTIVATION:** Type `/strict_reference_mode` before any asset generation session
**STATUS:** Active until explicitly disabled
**PRIORITY:** MAXIMUM - overrides all other generation rules