Игровые ассеты
game-tilesets
Бесшовные тайлы и transition sets
.grok/skills/game-tilesets/SKILL.mdКратко (RU)
Seamless textures, terrain transitions, autotiles. Критерий: игрок не должен видеть сетку.
Full skill content
Original English markdown — rendered or raw source.
.grok/skills/game-tilesets/SKILL.md2,985 charsFrontmatter (YAML)
name: game-tilesets description: > Deep guide for game TILE assets: seamless tileable textures, terrain transition tilesets, autotiles, and ground/platform tiles. Use whenever generating tileable textures, tilesets, terrain transitions, or seamless patterns. Complements game-asset-core. metadata: short-description: "Seamless tiles and transition sets that actually tile"
Tilesets
A tile's job is invisibility in repetition. Users state WHAT they need, not how — apply everything here even when the request never mentions it. Judge everything by "will the player notice the grid?"
1. Seamless single tiles
- Prompt for UNIFORM stochastic texture: even density, even lighting, no
shadows with direction, "the pattern continues off every edge".
- The repetition killer is any distinctive motif — one recognizable clump,
flower, or rock repeats forever. Prompt for anonymous texture; verify by hunting for anything you could point at twice.
- MANDATORY check: composite a real 2×2 repeat with PIL to a throwaway file
and view it. Look for (a) seam lines at the joins, (b) any motif you can spot in all four quadrants, (c) large-scale tone gradients that create checkerboarding. Any of the three = retry.
2. Transition tilesets (grass→dirt etc.)
- Prompt it as ONE continuous painted image that happens to be sliceable —
never as "tiles", "cells with borders", or anything inviting separated sticker-tiles with gaps. Cells must be filled edge-to-edge, painted content flowing across cell boundaries so adjacent tiles genuinely match.
- Layout for a 3×3: center = pure inner material; edge cells = straight
transitions facing outward; corner cells = outer corners. Verify DIRECTIONALITY per cell (top-center's grass is along its top edge, etc.).
3. Rotation economy — make fewer, better tiles
If lighting is neutral (pure top-down, no directional shading), one straight edge and one outer corner can be ROTATED in-engine to produce all four of each. So when the tile count is yours to choose:
- Produce: 1 center fill, 1 straight edge, 1 outer corner, 1 inner corner —
then spend the remaining budget on VARIATIONS of the center fill (2–3 anonymous variants breaks up repetition far better than 4 identical rotated edges).
- CAVEAT — rotation only works when nothing in the art encodes direction:
no directional light, no gravity cues (hanging grass blades, drips), no text/emblems. Side-view (platformer) tiles almost always encode gravity and light, so they need all orientations painted individually. State in your delivery notes which tiles are rotation-safe.
- If the request explicitly fixes the grid (e.g. "3×3 with all 8
transitions"), deliver exactly that — mention rotation economy in notes, don't unilaterally change the deliverable.
4. Platforms and props
Isolated on a keyable background, consistent lighting with their tileset, no baked ground shadow (engines composite shadows separately).