文档(营地背景层): 地面拆成营地内/营地外两区,取消近景那条路

旧稿把地面当一整片写,路又从画面底贯通到门洞,等于在营地内部修了条路。
按用户 2026-11-05 口径拆成两区:

- 营地外(y734 以上,山脚到地平线):冷调灰绿草地,一条土路从门洞位置向远山收窄
- 营地内(y734 至画面底):踩实裸土、灰褐去饱和、与草地异色相、无草无路无车辙,
  只留拖拽脚印、碎石、踩踏斑块
- 两区分界正好被围墙层(406–734)遮住,画面里看不到硬分界
- §4 补三条判据:门洞内土路只允许在 y734 以上;y734 以下中线与两侧色差 ≤6/255;
  营地内地面与草地平均色 (R−B) 差 ≥10/255
- §5 已裁补第 7 条

验证:tools/run_all_gates.sh --docs exit=0「验收通过·无新增红」(基线 c3d78eed)。
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DKChan committed 2026-11-05 15:44:44 +08:00
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@@ -44,13 +44,17 @@ Style reference: the attached images are this game's own finished pixel art and
### 2.1 背景层(`scene_camp_bg`,不可点,不透明全幅)
**出图画布**:2560×1600(终稿 1280×800 的 2 倍,保证整数倍降采样)
**地平线**:出图 y734(终稿 y367,画面高度 45.9%)——山脚到此为止,其下全是地面。山脚轮廓必须起伏错落、与地面顶部的明度接近,**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)
**地面明度**:中段档 30%–45%(比天空暗、比黑带明显浅),禁整片压暗
**画什么**:天空、远山、整片有细节的地面、一条从画面底贯通门洞再向远方收窄的小路
**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)
**地面分两区**:
- **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
- **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**
- 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
**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
**画什么**:天空、远山、营地外的草地与土路、营地内的踩实地面
**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
```
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. GATE PATH: one clearly visible dirt path runs the FULL height of the ground, from the very bottom edge of the frame (y=1600) straight up to the gate opening between x=1040 and x=1520 and on into the distance between the hills, where it narrows and vanishes. Perspective is correct: WIDE at the bottom of the frame, NARROW at the top, and exactly as wide as the gate opening where it passes through it. The path must be continuous end to end — no break, no gap, no missing section — painted in a muted desaturated grey-brown earth tone, never golden or warm yellow; it shows through the empty gate opening of the wall layer above. FOREGROUND GROUND: dry packed earth in a neutral desaturated grey-brown, medium in value — keep it in a mid range of roughly 30 to 45 percent luminance, darker than the sky but clearly lighter than a near-black band, never muddy, never golden, amber or warm yellow. It carries readable DETAIL in hard-edged pixel clusters: sparse flat grass tufts a few pixels wide, scattered pebbles and small stones, wheel ruts, dragged footprints and beaten patches of trodden earth, denser towards the bottom edge and leaving the middle of the frame calm. A few tones only; no gradient, no dithering. The foreground ground is completely empty apart from the dirt path: no 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 visible horizon line, a separate horizontal distant ground band or any distant grass strip below the hills; 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 anywhere; any text, letters, numbers, watermark, signature or logo; any frame, border,Line truncated
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
```
### 2.2 围墙层(`scene_camp_wall`,不可点,透明底)
@@ -162,7 +166,9 @@ A campfire made of a ring of grey stones around crossed stacked logs with a warm
- 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)
- 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
- 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
- 目检/机检:门洞 x1040–1520 处土路**从画面底 y1600 连续贯通到门洞**(非断成两截、非纯色块),底宽顶窄、透视正确
- 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**
- 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**
**围墙层 `scene_camp_wall`**
@@ -190,6 +196,7 @@ 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. **布告板位置**:(845, 224, 130, 140),底 345 落在墙内,不再悬空
8. **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
9. **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
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