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- **情绪与色域**:承载 §2.8——全作最暖:烛光黄 `#F6C667` × 木色 `#8A5A34`(§7.2),中等饱和,无棋盘式高对比。
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- **场景构成**:一张可点击的营地场景图(1280×800,与工程档同幅面)。远景=天空与远山;中景=**独立成层的木围墙**(密排竖木桩、桩顶削尖、不透缝无横木)与**半开的营地大门**;近景=中央篝火、左侧锻炉铁砧、右侧帐篷与宝箱、帐篷旁的笔记本,另有木桩与挂在围墙上的布告板。**中景带自底部往上约 2/3 处起**;**近景物件可覆盖围墙,唯一例外=中间门洞必须留空、不被任何物件遮挡**。七个可点物件的功能绑定归 `camp.md`,本节只定画法。
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- **图层拆分(10 张)**:场景按「远景/中景/近景要素各自成层」拆——`scene_camp_bg` 背景层(z0,不透明全幅)=天空+远山+整片地面+门洞内一条通向远处的小路;`scene_camp_wall` 围墙层(z1,透明底)=横贯全宽密排木桩墙(左右两段)+两根略高的门柱,**门洞处留透明缺口**透出背景层的小路;`scene_camp_board` 布告板(z2)、`scene_camp_gate` 门扇(z3)、`scene_camp_dummy` 木桩/`scene_camp_forge` 锻炉/`scene_camp_tent` 帐篷(z4)、`scene_camp_chest` 宝箱/`scene_camp_notebook` 笔记本(z5)、`scene_camp_campfire` 篝火(z6,最前)=八个物件层,各透明底单件一张。**帐篷**为承载件、不可点。围墙独立成层的好处:桩高可单独锁死、门洞做透明缺口、背景层不混入暖木色。提示词与坐标 = `camp-scene-prompts.md`,消费常量 = `asset-path-map`。
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- **交付形态**:**背景层 1 张(不透明全幅)+ 围墙层 1 张 + 八个物件层 = 10 张**,其中 9 张透明底、1 张不透明全幅 + 一份坐标表(贴图矩形/命中矩形/z 序)。**篝火例外**:命中矩形只取下半(火堆),上半(火焰)只作特效展示。围墙层落盘按细条裁,不做全幅(全幅约 3.9 MB 显存,细条约 0.35 MB);**实装落盘矩形 `(0, 203, 1280, 164)`、底锚 y367**(桩身 150px、门柱 164px 终稿锁定值,落带内〔围墙带 (0,203,1280,164)〕)。
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- **交付形态**:**背景层 1 张(不透明全幅)+ 围墙层 1 张 + 八个物件层 = 10 张**,其中 9 张透明底、1 张不透明全幅 + 一份坐标表(贴图矩形/命中矩形/z 序)。背景层由**远景片 `bg_far`(2560×734)与地面片 `bg_floor`(2560×866)两片出图、按 y734 拼成一张**——整张一次出图时模型把远山挤到画面下半部,被围墙挡住后完全消失(实测三张里两张山体上缘落在墙顶以下)。接缝整条落在围墙背后,画面无接缝。**篝火例外**:命中矩形只取下半(火堆),上半(火焰)只作特效展示。围墙层落盘按细条裁,不做全幅(全幅约 3.9 MB 显存,细条约 0.35 MB);**实装落盘矩形 `(0, 203, 1280, 164)`、底锚 y367**(桩身 150px、门柱 164px 终稿锁定值,落带内〔围墙带 (0,203,1280,164)〕)。
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- **色彩与氛围依据**:营地场景的冷暖分工(冷的大面积后退、暖的小面积前进)、空气透视三档与大面积用色规则 = `reports/提案-营地色彩与氛围脚本-2026-10-23.md`。本节不复述色值;新增环境色按 §4.1 场景环境子板条款登记(每屏一套、≤32 色、过 §4.2 语义检查与 RGB 三通道差 ≥8/255 两道门)。
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- **交互四态(零新素材,全部程序化)**:悬停=**轮廓亮边 + 浮动**(浮动须整像素吸附);按下=位移 1px;**禁用/未解锁=降明度 + 去饱和**(§2 已缩窄至情绪域,状态表达不受限),**仅锻炉(锻造工坊)与宝箱(秘宝匣)两件会有此态**;已解锁=常态。
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- **钥石余额**:常驻画面顶部的一行小 HUD 栏(高 48px,**浮层覆盖,不挤压画面**)。
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@@ -14,7 +14,7 @@
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3. **后处理**:脚本管线代跑——去底转透明、降采样到终稿尺寸(整数倍)、色板量化、四联底测试条。**背景层不去底(全幅不透明)**;围墙层与八个物件层去底转透明。后处理工具清单与用法见 [art-pipeline-tools](art-pipeline-tools.md)。
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4. **转正**:终稿转入切片资产目录,按坐标表接线。
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**出图顺序(先锁后产,不能跳)**:概念脚本 → **本卡提示词** → 贴风格参考图**先出背景层 `scene_camp_bg` 1 张** → 作者确认风格前缀 → 才扩产围墙层 `scene_camp_wall` 与八个物件层(共 9 张)。
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**出图顺序(先锁后产,不能跳)**:概念脚本 → **本卡提示词** → 贴风格参考图**先出远景片 `bg_far` 1 张** → 作者确认风格前缀 → 才出地面片 `bg_floor`、围墙层与八个物件层。
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---
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@@ -43,20 +43,49 @@ Style reference: the attached images are this game's own finished pixel art and
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### 2.1 背景层(`scene_camp_bg`,不可点,不透明全幅)
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**出图画布**:2560×1600(终稿 1280×800 的 2 倍,保证整数倍降采样)
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**地平线**:出图 y734(终稿 y367,画面高度 45.9%)——山脚到此为止,其下全是营地地面。山脚轮廓必须起伏错落、与草地顶部的明度接近,**不可读成一条平直的横向色带**(旧稿在 y321/y551 出现两条 1px 硬切分带,判红)
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**地面分两区**:
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- **营地外**(出图 y734 及以上,山脚到地平线):冷调灰绿草地,质地均匀偏低对比,中间一条土路从门洞位置向远山收窄
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- **营地内**(出图 y734 到画面底):踩实的裸土,灰褐、去饱和、**与外面的草地明显不同色相**;有拖拽脚印、碎石与踩踏斑块,**无草、无路、无小径、无车辙**
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- 两区的分界线正好被围墙层(y406–734)完全遮住,画面里看不到硬分界
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**地面明度**:营地内地面中段档 30%–45%(比天空暗、比黑带明显浅),禁整片压暗
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**画什么**:天空、远山、营地外的草地与土路、营地内的踩实地面
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**不画什么**:木围墙、门柱、门扇、七个物件、角色、接地阴影——围墙与门柱是 §2.2 的独立层,门洞是它的透明缺口;小路在本层画好、透出来即可
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**产出方式**:分两片出图,后处理按 y734 拼成一张 2560×1600。接缝整条落在围墙层(406–734)背后,画面里看不见。
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| 片 | 出图画布 | 终稿落位 | 内容 |
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|---|---|---|---|
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| 远景片 `bg_far` | 2560×734(3.5:1 超宽) | (0, 0, 1280, 367) | 天空+远山+草地+小路 |
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| 地面片 `bg_floor` | 2560×866(3:1 超宽) | (0, 367, 1280, 433) | 营地内踩实裸土 |
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**为什么分两片**:整张一次出图时,模型按「构图好看」分配天地比例,山被挤到画面下半部——三张实测里两张的山体整段落在围墙后面(山体上缘 y280/y227,墙顶 217),远山等于消失。拆开后远景片的全部高度都归天空+山+草地,山才可能长到围墙之上。
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#### 2.1.1 远景片(`bg_far`)
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**画布比例**:3.5:1 超宽。通道支持直接出 2560×734;不支持则按 3:2 出图后纵向压到 3.5:1,构图比例不变
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**分带(按画面高度)**:
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- 天空 0–14%
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- 远山 14–55%(**山体占 41%,硬指标**)
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- 草地 55–100%
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- 小路在草地内:从底边向上收窄,到山脚为止,**不越过山脚、不上探到天空**
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**画什么**:天空、2–3 层远山、成片草地、草地中央一条土路
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**不画什么**:围墙、门柱、门扇、物件、角色、营地内地面(那是 §2.1.2);山与草地之间禁出现平直硬边
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```
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Pixel art style. True pixel art game background layer drawn with chunky square pixels, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, a limited palette of about 24 colors, retro 16-bit look, Aseprite style, all ages, flat side view, orthographic, no perspective distortion. Wide horizontal composition, 16:10 aspect ratio. This is the FAR BACKGROUND LAYER ONLY of a small adventurer camp: sky, distant hills and the whole ground. It must contain no palisade wall, no gate posts, no camp objects, no gate leaves, no characters and no drop shadows, because all of those are drawn as separate transparent layers on top of this one. COLOR SCRIPT — cool recedes, warm advances: the sky, the hills and the ground are all COOL, pale, desaturated and low in contrast; there is no warm accent anywhere in this layer, warm color belongs only to the separate object layers drawn on top. ATMOSPHERIC DEPTH: every plane that is farther away is lighter, closer to the value of the sky, cooler, lower in contrast and simpler in detail, while the nearest plane is the darkest and highest in contrast. SKY (top of frame): the lightest thing in the picture, flat pale cool off-white with a faint blue-grey tint, no yellow or cream tone, no sun anywhere; the very top strip of the frame, about one sixteenth of the frame height, stays completely calm and empty, reserved as clear space with nothing in it; at most one or two extremely simple flat low-contrast clouds. FAR DISTANCE: two or three layers of low rolling hill silhouettes in pale cool blue-grey, each farther layer lighter, cooler and lower in contrast than the one in front, fading towards the value of the sky, no trees, no individual foliage. The hills sit in the upper middle of the frame: their lowest foot lands at y=734 of 1600, which is 45.9 percent of the frame height measured from the top edge, and their peaks stay well below the reserved empty top strip. The hill foot must be IRREGULAR — rolling bumps of unequal width, some reaching lower than others — so the boundary never reads as one straight horizontal line. HILLS TO GROUND: at y=734 of 1600 the hills end and the ground begins, and the two must join invisibly — the ground takes the same pale cool tone as the hill foot where they meet, then darkens slowly and evenly towards the bottom of the frame. There must be NO separate horizontal stripe, NO flat band of a third colour, NO hard one-pixel colour step anywhere: a viewer must not be able to point at a straight line and call it the horizon. OUTSIDE GROUND: from the hill foot down to the ground line at y=734 the land outside the camp is open meadow — cool pale grey-green grass, flat and low in contrast, a little lighter and cooler than the camp floor, marked only by a few very simple flat grass tufts; no trees, no bushes, no flowers. GATE PATH: inside this meadow only, one dirt path starts at the ground line y=734 within the opening between x=1040 and x=1520, runs up into the hills and narrows until it disappears between them. It must stay ABOVE the ground line — there is no path, trail, road or track of any kind below y=734. Painted in a muted desaturated earth tone, never golden or warm yellow; it shows through the empty gate opening of the wall layer above. CAMP FLOOR: every pixel below the ground line y=734 is the floor inside the camp — trodden bare packed earth in desaturated warm grey-brown, mid value around 30 to 45 percent luminance, deliberately DIFFERENT in hue from the cool green meadow above, so the two zones never read as the same material. It has NO grass, NO vegetation, NO path, NO trail and NO track: only dragged footprints, short scuff marks, scattered small pebbles and beaten patches of trodden earth, denser towards the bottom edge and calm in the middle. A few tones only; no gradient, no dithering. The camp floor is completely empty of objects: no icons, no badges, no markers, no decorations of any kind. Do not add any of the following: realistic, photorealistic or 3D rendering; painterly brushwork, smooth anti-aliased lines, gradient or dithered shading, glossy highlights; black or heavy dark outlines; drop shadows, contact shadows or any shadow band; blur or compression artifacts; a vignette, dark corners, or any mood darkening; night, dusk, moon, stars, sunset or sunrise light; a sun or any light source drawn in the sky; a straight horizon line drawn as a hard colour step or a third flat band; a visible horizontal seam where the hill foot meets the meadow; trees, forests or foliage in the distance; a dense carpet of plants, a lawn, or vegetation covering the whole foreground; any plant detail taller than a few pixels; a palisade wall, wooden fence, fence posts, gate posts or any wall structure; any warm, golden, amber or yellow cast on the sky, on the hills or on the ground; any camp object, furniture, crate, barrel, fire, tent or tool; any gate leaf, door panel or hinge; any purple or magenta anywherLine truncated
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Pixel art style. True pixel art game background, chunky square pixels, strict pixel grid, hard edges, no anti-aliasing, flat colors, limited palette about 20 colors, retro 16-bit look, Aseprite style, flat side view, orthographic, ULTRA WIDE horizontal composition, aspect ratio 3.5 to 1. This is the far view seen from inside a small adventurer camp, looking out. It contains ONLY three bands stacked top to bottom, plus one path. BAND 1 — SKY, from the top edge down to 14 percent of the frame height: pale cool off-white with a faint blue-grey tint, flat and empty, at most one or two extremely simple flat clouds, no sun. BAND 2 — DISTANT HILLS, from 14 percent down to 55 percent of the frame height: two or three overlapping layers of rolling hills in pale cool blue-grey-green, each farther layer lighter, cooler and lower in contrast. THE HILLS MUST FILL THIS ENTIRE BAND — the highest ridgeline reaches up to 14 to 20 percent of the frame height and the hill mass continues down to 55 percent; a low ridge hugging the bottom of the frame is WRONG. Silhouette edges are stepped in pixel blocks, no outline, no rim light. BAND 3 — MEADOW, from 55 percent down to the bottom edge: cool pale grey-green grass, flat and low contrast, marked only by a few simple flat grass tufts, no trees, no bushes. PATH — one dirt path in the meadow only: it starts at the bottom edge of the frame in the middle, about one fifth of the frame width there, runs straight up and narrows until it meets the hill foot at 55 percent, where it disappears; it must not go above the hill foot and must not reach the sky. COLOR: everything cool, pale, desaturated, low contrast, no warm, golden, amber or yellow anywhere. DO NOT ADD: any palisade wall, fence, gate, gate posts, tent, campfire, crate, barrel, prop, character, animal; any hard straight horizontal seam between sky, hills and meadow — the hill foot dissolves into the meadow through stepped intermediate tones; any outline or rim; trees, forests or dense vegetation; antialiasing, gradients, dithering, painterly strokes, 3D, realistic shading, glossy light, bloom, vignette, dark corners, night, sunset, sun; any text, letters, number, watermark, signature, logo, frame, border, UI element, icon, badge.
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```
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#### 2.1.2 地面片(`bg_floor`)
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**画布比例**:3:1 超宽
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**内容**:营地内的踩实裸土,铺满整幅
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**硬指标**:**中线与左右两侧同色——没有任何路、小径、车辙**;明度 30%–45%;色相与远景片草地明显区分
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**不画什么**:草、植被、大石块、物件、天空、地平线、围墙、接缝线
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```
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Pixel art style. True pixel art game ground texture, chunky square pixels, strict pixel grid, hard edges, no anti-aliasing, flat colors, limited palette about 12 colors, retro 16-bit look, Aseprite style, ULTRA WIDE horizontal composition, aspect ratio 3 to 1. This is the trodden floor INSIDE a small adventurer camp — bare packed dry earth filling the whole frame edge to edge, seen at a shallow angle from slightly above. MATERIAL: desaturated warm grey-brown, medium value, roughly 30 to 45 percent luminance, never dark, never muddy. TEXTURE: deliberate pixel clusters only — short paired scuff marks that read as dragged footprints, small scattered pebbles, beaten patches where feet have worn the ground smooth, occasional faint drag marks; density rises slightly toward the bottom edge and the middle stays calm and open. CRITICAL, NO PATH: there is no road, no trail, no track, no wheel rut and no worn strip anywhere in this image — the middle of the frame must look the same as the left and right edges, nothing leads anywhere. DO NOT ADD: grass, vegetation, plants, flowers, moss, lichen; rocks larger than a pebble; crates, sticks, bones, debris piles, tools; water, puddles; shadows of objects; sky, horizon, hills, wall, fence, gate, building; any line, seam, border or edge inside the frame; antialiasing, gradients, dithering, painterly strokes, 3D, realistic shading, glossy light, bloom, vignette, dark corners, warm golden cast; any text, letters, number, watermark, signature, logo, frame, border, UI element, icon, badge.
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```
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#### 2.1.3 拼接与后处理
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1. 两片各缩放到终稿尺寸:远景片 1280×367、地面片 1280×433
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2. 按 y367 上下拼接成 1280×800
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3. 量化到营地环境子板(≤32 色)
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4. 需要 2× 档时整数倍放大到 2560×1600
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5. 接缝不做过渡处理——它整条落在围墙(203–367)背后
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### 2.2 围墙层(`scene_camp_wall`,不可点,透明底)
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**出图画布**:2560×1600(与背景层同画布,门洞 x 坐标直接对齐);墙横贯画在出图 y406–734 这条带内(桩身 y434–734,门柱 y406–734),其余为纯色底 `#F2F2F2`。落盘由 S4 后处理裁成终稿外接矩形 `(0, 203, 1280, 164)` / 出图 `(0, 406, 2560, 328)` 的细条,**不做全幅 1280×800 落盘**(全幅约 3.9 MB 显存,细条约 0.35 MB)。
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@@ -72,13 +101,17 @@ Pixel art style. True pixel art game layer drawn with chunky square pixels, stri
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| 元素 | 终稿 1280×800 | 出图画布 2560×1600 |
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| 顶栏 HUD 保留带 | y ≤ 48 | **y ≤ 96**(保持空旷) |
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| 背景层 `scene_camp_bg` | 全幅 1280×800 | 全幅 2560×1600 |
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| 地平线(山脚/地面分界) | **y 367** | **y 734** |
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| 远景片 `bg_far` | y 0–367(高 367) | y 0–734(高 734,3.5:1) |
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| 地面片 `bg_floor` | y 367–800(高 433) | y 734–1600(高 866,3:1) |
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| 两片接缝 | **y 367**(落在围墙 203–367 背后) | **y 734**(落在围墙 406–734 背后) |
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| 地平线(山脚/草地起点) | y 与两片接缝重合,墙背后不可见 | 同左 |
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| 远山带 | y 51–202(画面 14%–55%,山体 41%) | y 103–403 |
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| 草地带 | y 202–367 | y 403–734 |
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| 围墙层外接矩形 | y 203–367(高 164) | y 406–734(高 328) |
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| 围墙带(wall 层桩身) | y 217–367(**高 150px**) | y 434–734(**高 300px**) |
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| 门柱(wall 层,略高) | y 203–367(高 164);x 500–520 / 760–780 | y 406–734;x 1000–1040 / 1520–1560 |
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| 门洞(wall 层透明缺口) | y 283–367(高 84);x 520–760 | y 566–734(高 168);x 1040–1520 |
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| 门洞内小路(画在 bg 层) | x 520–760 穿过门洞,向上收窄没入远山,向下展宽贯通至画面底 y800 | x 1040–1520 穿过门洞,向上收窄没入远山,向下展宽贯通至 y1600 |
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| 门洞内小路(画在远景片草地内) | x 520–760 穿门洞,自接缝 y367 向上收窄,到山脚 y202 消失 | x 1040–1520,自 y734 向上收窄,到 y403 消失 |
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---
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@@ -159,17 +192,27 @@ A campfire made of a ring of grey stones around crossed stacked logs with a warm
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## 4. 验收(机检 + 目检)
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**背景层 `scene_camp_bg`**
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- 黄度 =(R+G)/2−B 分区取样:天空 ≤20、远山 ≤20、地面 ≤35
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- 明度:地面中段域 **L 0.30–0.45**(相对亮度);整片低于 0.30 即判红(旧稿偏暗、观感发闷)
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- 冷色像素占比 ≥55%;本层不应出现任何暖色高饱和像素
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- 机检:y734 上下各 8px 窄带的行均色差 ≤6/255——山脚接地面处禁出现 1px 阶跃(旧稿 y321 处行均色差约 37/255)
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- 目检:顶部约 1/16 完全空旷;**地面自出图 y734 起**,山脚轮廓起伏错落、与地面顶部明度衔接——**禁出现平直的横向色带分界**(旧稿 y321/y551 两条 1px 硬切即判红);不含围墙、门柱、门扇、物件、角色
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- 目检:地面**有可辨细节**(稀疏草簇、石子、车辙、脚印),中段留白;不能是一整片平色
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||||
- 目检:门洞 x1040–1520 处可见一条**向远处收窄的土路**(位于 y734 以上、山脚之间),非纯色块;**y734 以下属营地内地面,禁出现任何路面、路径或车辙**
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||||
- 机检:y734 以下,画面中线 200px 带与左右各 250px 带的平均色差 ≤6/255(营地内无路带)
|
||||
- 机检:营地内地面(y734 以下)与营地外草地(y560–730)的平均色 (R−B) 差 ≥10/255(两种材质色相可辨)
|
||||
- 机检/目检:全幅**无任何独立物件/图标/徽章/标记**
|
||||
**远景片 `bg_far`**
|
||||
- 黄度 =(R+G)/2−B 分区取样:天空 ≤20、远山 ≤20、草地 ≤35
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||||
- 冷色像素占比 ≥55%;禁出现任何暖色高饱和像素
|
||||
- 机检:**山体上缘 ≤ 画面高度 15%**(这是硬指标——山体上缘落得越低,被围墙挡住后越是什么都看不见)
|
||||
- 机检:**山体占画面高度 ≥40%**(山体上缘到山脚)
|
||||
- 机检:草地上限 ≤ 画面高度 55%
|
||||
- 机检:山脚与草地交界处,上下各 8px 窄带的行均色差 ≤6/255(禁平直硬边;旧稿 y321 处约 37/255)
|
||||
- 目检:顶部天空空旷、无太阳、云不超过两朵扁平简笔
|
||||
- 目检:小路只在草地内,从底边向上收窄到山脚为止,**不越过山脚、不上探到天空**
|
||||
- 目检:无围墙、门柱、门扇、物件、角色
|
||||
|
||||
**地面片 `bg_floor`**
|
||||
- 明度 **L 0.30–0.45**(相对亮度);整片低于 0.30 即判红(旧稿偏暗、观感发闷)
|
||||
- 机检:画面中线 200px 带与左右各 250px 带的平均色差 ≤6/255(**营地内无路带**)
|
||||
- 机检:与远景片草地的平均色 (R−B) 差 ≥10/255(两种材质色相可辨)
|
||||
- 目检:禁出现草、植被、大石块、物件、水面;细节读作拖拽脚印/碎石/踩踏斑块,不是满屏噪点
|
||||
|
||||
**整图(两片拼接后)**
|
||||
- 接缝 y367 落在围墙 203–367 背后,**画面里看不见接缝**
|
||||
- 单张 ≤32 色(量化后)
|
||||
- 全幅无任何独立物件/图标/徽章/标记
|
||||
|
||||
**围墙层 `scene_camp_wall`**
|
||||
- 透明底 `#F2F2F2` 可去底、奶油描边闭合
|
||||
@@ -197,6 +240,7 @@ A campfire made of a ring of grey stones around crossed stacked logs with a warm
|
||||
5. **笔记本**:随帐篷跟随,落在帐篷左下方外侧、两者不重叠——`x = 帐篷 x − 112`、`y = 帐篷底 + 10`
|
||||
6. **宝箱离底**:贴图底 y744,距画面底 56px;其余物件同步上移 46px
|
||||
7. **地面分两区**:营地外(y734 以上)=冷调灰绿草地+一条向远山收窄的土路;营地内(y734 至画面底)=踩实裸土、与草地异色相、无草无路无车辙;两区分界被围墙层完全遮住
|
||||
8. **布告板位置**:(845, 224, 130, 140),底 345 落在墙内,不再悬空
|
||||
9. **描边颜色**:奶油色追认——去底脚本「奶油描边膨胀 3px 当屏障」的技术前提随现值锁定(§1 注记同源);改深灰褐须换去底方案全量重出,不裁
|
||||
10. **营地环境子板色值**:不前置拍板——量化场景实际用色后按 art-bible §4.1 两道门登记(语义检查+RGB 三通道差 ≥8/255),本卡仍不复述色值
|
||||
8. **背景层分两片出图**:远景片 `bg_far`(2560×734,天空 14%/远山 41%/草地 45%+小路)+ 地面片 `bg_floor`(2560×866 踩实裸土),后处理按 y734 拼成一张 2560×1600;接缝落在围墙 406–734 背后。分片理由=整张出图时模型把山挤到画面下半部,实测三张里两张山体整段被围墙遮没
|
||||
9. **布告板位置**:(845, 224, 130, 140),底 345 落在墙内,不再悬空
|
||||
10. **描边颜色**:奶油色追认——去底脚本「奶油描边膨胀 3px 当屏障」的技术前提随现值锁定(§1 注记同源);改深灰褐须换去底方案全量重出,不裁
|
||||
11. **营地环境子板色值**:不前置拍板——量化场景实际用色后按 art-bible §4.1 两道门登记(语义检查+RGB 三通道差 ≥8/255),本卡仍不复述色值
|
||||
Reference in new issue
Block a user