diff --git a/design/art/art-bible.md b/design/art/art-bible.md index b06632fa..0ea533a8 100644 --- a/design/art/art-bible.md +++ b/design/art/art-bible.md @@ -1,6 +1,6 @@ # 美术圣经(Art Bible)— Dungeon Sweeper -> 项目:Dungeon Sweeper(扫雷 × 自动战斗 闯关 Roguelike)· 状态:**第 1–9 节定稿**;现行为 v3.43,历次修订明细见 git 提交史 +> 项目:Dungeon Sweeper(扫雷 × 自动战斗 闯关 Roguelike)· 状态:**第 1–9 节定稿**;现行为 v3.44,历次修订明细见 git 提交史 > > **Art Director Sign-Off(AD-ART-BIBLE)**:历次批均未签核——此为 Lean/Solo 模式(非 PHASE-GATE)下的现行治理状态;full 门禁签核时机待用户表态。 > 风格基调:地牢题材但**非暗黑风**——轻快明亮的幻想冒险风,全年龄;像素风;角色 2~3 头身。 @@ -393,7 +393,7 @@ - **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。 - **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`。 - **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)〕)。 -- **色彩与氛围依据**:营地整体偏暖、安全温馨,与冒险中的地下城形成对比;现行口径 = 本文件 §2.8「全作最暖」与本节「情绪与色域」条,远景淡而退后、近景暖调为主。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)。 +- **色彩与氛围依据**:营地的暖由晒白的地面、木色物件与烛光黄承载,安全温馨,与冒险中的地下城形成对比;远景=正午强日照——天空晴蓝、远山随距离转淡蓝灰、草地与土路晒白,整体淡而退后,近景暖调为主。现行口径 = 本文件 §2.8「全作最暖」(管菜单容器与元进度,不约束背景天空)与本节「情绪与色域」条。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)。 - **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。 - **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**)。 - **事实源边界**:解锁条件/价格/存档写入归元进度 GDD 与 `MetaProgression`;素材命名与路径归 `asset-path-map`;清单登记归 `art-assets-checklist` §3.5。 diff --git a/design/art/camp-scene-prompts.md b/design/art/camp-scene-prompts.md index 2ee316da..1f589357 100644 --- a/design/art/camp-scene-prompts.md +++ b/design/art/camp-scene-prompts.md @@ -1,9 +1,9 @@ -# 营地场景 · 分层生图提示词卡 v1.5 +# 营地场景 · 分层生图提示词卡 v1.6 > **性质**:营地场景图(1280×800,一张可点击场景图 + 十张分层:背景层 1 + 围墙层 1 + 八个物件层)的出图执行侧文件。**场景级资产,与角色级 [art-prompts](art-prompts.md) 并列,两文件互不覆盖**。 -> **依据**:色彩与氛围 = [art-bible](art-bible.md) §2.8 与 §6.2(营地整体偏暖、安全温馨,与冒险中的地下城形成对比;本卡不复述色值);坐标与层序 = 本卡 §2.3(运行期单一事实源 = `game/data/tables/camp_scene_layout.tres`);物件命名与消费链 = [asset-path-map](asset-path-map.md);画法与交付形态 = [art-bible](art-bible.md) §6.2。画法与用色冲突时以 art-bible 为准。 +> **依据**:色彩与氛围 = [art-bible](art-bible.md) §2.8 与 §6.2(营地的暖由晒白的地面、木色与烛光件承载;远景走正午强日照、天空晴蓝,与冒险中的地下城形成对比;本卡不复述色值);坐标与层序 = 本卡 §2.3(运行期单一事实源 = `game/data/tables/camp_scene_layout.tres`);物件命名与消费链 = [asset-path-map](asset-path-map.md);画法与交付形态 = [art-bible](art-bible.md) §6.2。画法与用色冲突时以 art-bible 为准。 > **边界**:只管营地场景图的分层出图。角色、图标、格面走 art-prompts.md 与脚本管线,不需要提示词。 -> **建立**:2026-10-25 · 状态:十条提示词成文(背景层 1 + 围墙层 1 + 八个物件层);2026-11-05 按地平线 y367 重排,背景层与围墙层待按 §4 新判据重出,门扇随门洞压扁重画 +> **建立**:2026-10-25 · 状态:十条提示词成文(背景层 1 + 围墙层 1 + 八个物件层);背景层两片与围墙层待按 §4 新判据重出,门扇随门洞压扁重画 --- @@ -30,7 +30,7 @@ 贴参考图时,在提示词末尾接这一句: ``` -Style reference: the attached images are this game's own finished pixel art and its camp scene reference — match only their rendering style, the same pixel density, flat shading, thin warm cream outline and warm limited palette. They are style references only: do not copy their character, gear or props, and do not put any character into the scene. +Style reference: the attached images are this game's own finished pixel art and its camp scene reference — match only their rendering style, the same pixel density, flat shading, thin warm cream outline and the same limited palette discipline. They are style references only: do not copy their character, gear or props, and do not put any character into the scene. ``` > **描边取奶油色**,不取参照物的深灰褐:去底脚本走"奶油描边膨胀 3px 当屏障"吞底色,深褐描边会让该步失效。这条是技术前提,不是美术取向;若改深褐,需另换去底方案。 @@ -39,7 +39,7 @@ Style reference: the attached images are this game's own finished pixel art and ## 2. 背景层与围墙层(两张,不可点) -围墙从背景层拆出、独立成层:围墙层可单独锁死桩高、门洞做成透明缺口透出背景层的小路;背景层只画天、山、草地与地面,不画任何物件,远景保持淡而退后,让近景的暖调成为画面主角。两层都不可点;按乙工序门**先只出背景层 1 张**供作者确认风格前缀,确认后才扩产围墙层与八个物件层。 +围墙从背景层拆出、独立成层:围墙层可单独锁死桩高、门洞做成透明缺口透出背景层的小路;背景层只画天、山、草地与地面,不画任何物件——远景走正午强日照(晴蓝天空、随距离转淡蓝灰的远山、晒白的草地与土路),整体淡而退后,让近景的暖调木色与烛光件成为画面主角。两层都不可点;按乙工序门**先只出背景层 1 张**供作者确认风格前缀,确认后才扩产围墙层与八个物件层。 ### 2.1 背景层(`scene_camp_bg`,不可点,不透明全幅) @@ -55,27 +55,28 @@ Style reference: the attached images are this game's own finished pixel art and #### 2.1.1 远景片(`bg_far`) **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 +**光照口径**:正午强日照晴天。太阳不入画,猛烈感从三处读出——天空饱和地蓝、云烧得白、地面晒到泛白。 **分带(按画面高度)**: -- 天空 0–14% -- 远山 14–55%(**山体占 41%,硬指标**) -- 草地 55–100% -- 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** -**画什么**:天空、2–3 层远山、成片草地、草地中央一条土路 -**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 +- 天空 0–14%=饱和晴蓝,至多两朵烧白扁平简笔云 +- 远山 14–55%(**山体占 41%,硬指标**)=随距离一层比一层淡、一层比一层蓝,最远一层几乎并入天空 +- 草地 55–100%=晒白的浅黄绿 +- 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**;路面晒白成暖米白 +**画什么**:晴蓝天空、2–3 层大气透视远山、晒白草地、草地中央一条暖米白土路 +**不画什么**:围墙、门柱、门扇、物件、角色、营地内地面(那是 §2.1.2);太阳本体、太阳光晕、奶白或暖黄底色的天空;山与草地之间禁出现平直硬边 ``` -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 warm off-white with a faint cream 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 warm grey-green, each farther layer lighter 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: soft 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: an overall warm, sunlit daytime palette — pale cream sky, warm grey-green hills, soft grey-green meadow; gentle warmth throughout, low contrast, no harsh saturation, no sunset or golden-hour cast. LIGHT: bright, dry, clear daylight from above, so the far view reads as a safe open camp in daytime. 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, night, sunset, a visible sun disc; any text, letters, number, watermark, signature, logo, frame, border, UI element, icon, badge. +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, at high noon on a clear hot day. It contains ONLY three bands stacked top to bottom, plus one path. The sun itself never enters the frame; its strength must be read from the surfaces instead — bleached ground, burned white clouds, a deep clear blue sky. BAND 1 — SKY, from the top edge down to 14 percent of the frame height: a saturated clear midday blue, flat and empty, no gradient; at most two extremely simple flat clouds in clean bright white with a pale grey underside, so they read as burned white by the sun; no sun, no sun glow, no warm or cream tint anywhere in the sky. BAND 2 — DISTANT HILLS, from 14 percent down to 55 percent of the frame height: two or three overlapping layers of rolling hills separated by atmospheric distance — the nearest layer pale desaturated blue-green, each farther layer lighter, bluer and lower in contrast, the farthest almost merging into the sky. 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: sun-bleached pale yellow-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, sun-bleached warm off-white tan: 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: a high-noon clear-daylight palette — saturated midday blue sky, burned white clouds, blue-grey hills receding layer by layer, sun-bleached pale yellow-green meadow, warm off-white dirt path. THE BLUE SKY IS THE ONLY HIGH-SATURATION AREA; everything below the ridgeline stays pale, dry and low in contrast. LIGHT: harsh dry daylight straight from above, no visible sun, no long shadows, no warm or sunset cast; the far view reads as a safe open place under a strong sun. 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; a visible sun disc, sun glow, lens flare, god rays, a warm cream or yellow tinted sky, sunset, golden hour, overcast grey sky; antialiasing, gradients, dithering, painterly strokes, 3D, realistic shading, glossy light, bloom, vignette, night; any text, letters, number, watermark, signature, logo, frame, border, UI element, icon, badge. ``` #### 2.1.2 地面片(`bg_floor`) **画布比例**:3:1 超宽 -**内容**:营地内被太阳晒着的踩实黄土地,铺满整幅 -**硬指标**:**中线与左右两侧同色——没有任何路、小径、车辙**;明度读到晴天下被晒亮的干土,不暗、不闷;色相与远景片草地明显区分 -**不画什么**:草、植被、大石块、物件、天空、地平线、围墙、接缝线 +**内容**:营地内被正午太阳晒到泛白的踩实米黄土地,铺满整幅 +**硬指标**:**中线与左右两侧同色——没有任何路、小径、车辙**;明度与饱和读到正午下晒到发白的干土——高明度、低饱和,不暗、不闷,也不许发黄发焦糖;色相与远景片草地明显区分;细节由大像素块构成,块尺寸与远景片同一档,禁 1–2px 碎点噪声 +**不画什么**:草、植被、大石块、物件、天空、地平线、围墙、接缝线;迷彩式闭合斑块与满屏碎点 ``` -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: dry sunlit yellow earth (trodden loess), a warm ochre-tan packed soil, medium-to-bright value, dry and never muddy or grey. LIGHT: bright, dry, clear daylight from above, with broad soft sunlit patches and gentle tonal variation across the ground. 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; any text, letters, number, watermark, signature, logo, frame, border, UI element, icon, badge. +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 at high noon — bare packed dry earth filling the whole frame edge to edge, seen at a shallow angle from slightly above. The sun is strong and directly overhead, so the ground reads bleached rather than richly coloured. PIXEL SCALE: the whole frame is built from large square pixel blocks, each block about one two-hundredth of the frame width; every mark is one such block or a small group of them, never 1 or 2 pixel speckle. MATERIAL: sun-bleached dry pale beige-tan earth (trodden loess washed out by the midday sun), a light warm bone-to-straw colour, high value, low saturation, dry and never muddy, never grey, never saturated ochre, caramel or mustard. LIGHT: harsh dry daylight straight from above; broad flat sunlit areas dominate, with only gentle tonal steps between them; no long shadows, no vignette. TEXTURE: deliberate large 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. PATCH SHAPE: the tonal patches are broad, few and flat, their edges stepped in whole pixel blocks; do not create irregular closed blotches, camouflage patches, speckle noise or dithered dot clusters, and keep the ground reading as one continuous packed soil surface. 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; saturated mustard, caramel or golden colouring; antialiasing, gradients, dithering, painterly strokes, 3D, realistic shading, glossy light, bloom, vignette; any text, letters, number, watermark, signature, logo, frame, border, UI element, icon, badge. ``` #### 2.1.3 拼接与后处理 @@ -193,21 +194,23 @@ A campfire made of a ring of grey stones around crossed stacked logs with a warm ## 4. 验收(机检 + 目检) **远景片 `bg_far`** -- 整体读作晴天暖调、安全温馨,与冒险中的地下城形成对比;色温与色值判据按 §5 第 11 条随环境子板登记回填 -- 整体暖调但保持中等饱和、低对比;远景淡而退后、近景暖调为主,高饱和只留给火焰,禁出现整屏高饱和偏色 +- 整体读作正午强日照晴天、安全开阔,与冒险中的地下城形成对比;色温与色值判据按 §5 第 11 条随环境子板登记回填 +- 高饱和只留给晴蓝天空与火焰,其余画面保持中等饱和、低对比;远景淡而退后、近景暖调木色与烛光件为主,禁出现整屏高饱和偏色(天空带只占远景片 0–14% 高,折到整幅约 6%,不属整屏偏色) - 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:顶部天空=饱和晴蓝,无太阳本体、无太阳光晕、无奶白或暖黄底色;云为烧白扁平简笔且不超过两朵 +- 目检:远山随距离一层比一层淡、一层比一层蓝,大气透视可辨;草地与土路读作晒白(浅黄绿/暖米白),不落深橄榄绿 - 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`** -- 明度读到晴天下被晒亮的干土,不暗、不闷;硬阈值随环境子板登记回填(§5 第 11 条) +- 明度与饱和读到正午太阳下晒到泛白的干土——高明度、低饱和,不暗、不闷、不发焦糖黄;硬阈值随环境子板登记回填(§5 第 11 条) - 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:能读出晴天下被晒过的干土与柔和日晒斑块;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 +- 目检:能读出正午太阳下晒到泛白的干土与大块柔和日照面;禁出现草、植被、大石块、物件、水面 +- 目检:细节由大像素块构成、块尺寸与远景片同一档,读作拖拽脚印/碎石/踩踏斑块;禁 1–2px 碎点噪声、禁迷彩式闭合斑块 **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** @@ -239,7 +242,7 @@ A campfire made of a ring of grey stones around crossed stacked logs with a warm 4. **帐篷**:251×170 沿用现终稿,落位 (982, 335),遮住墙下部 32px(覆盖围墙可接受) 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)=灰绿草地+一条向远山收窄的土路;营地内(y734 至画面底)=被太阳晒着的踩实黄土地、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 +7. **地面分两区**:营地外(y734 以上)=晒白的浅黄绿草地+一条向远山收窄的暖米白土路;营地内(y734 至画面底)=正午太阳下晒到泛白的踩实米黄土地、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. **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