用户 2026-11-05 裁定的场景构图重排,落进美术提示词卡与相邻口径: camp-scene-prompts.md - §2.1 背景层重写:地平线出图 y734/终稿 y367;远山只占上半、山脚轮廓起伏, 明令禁出现平直横向色带(旧稿 y321/y551 两条 1px 硬切即判红);地面放开细节 (稀疏草簇/石子/车辙/脚印)并要求提亮,解除旧稿「禁一切植被」导致的地面朴素; 门洞土路改为从画面底 y1600 连续贯通到门洞,底宽顶窄 - §2.2 围墙层重写:桩身 300(终稿 150)、门柱 328(164)、门洞 y566–734 / x1040–1520, 外接矩形 (0,406,2560,328);解除旧稿「只占画面 1/18 的矮墙」描述 - §2.3 坐标表、§3 表(门扇锁定 240×147 / 贴图 240×138 随门洞压扁)、§4 验收判据、 §5 已裁九条全部换新值 art-bible.md §6.2:落盘矩形与底锚、门扇与帐篷裁决口径同步 camp.md:地平线描述由「中景带自画面底部往上约 2/3」改为「地平线 y367、围墙带 y203–367」; 帐篷由「尺寸待重定」改为 251×170 落位 (982,335) 验证:tools/run_all_gates.sh --docs exit=0「验收通过·无新增红」(基线 709d9a85)。 首跑 doc_term 命中一处退役词("不得"→"不能"),改后复跑绿。 素材未重出,数据表 camp_scene_layout.tres 等新图到位后再改。
21 KiB
营地场景 · 分层生图提示词卡 v1.5
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 并列,两文件互不覆盖。 依据:色彩与氛围 =
reports/提案-营地色彩与氛围脚本-2026-10-23.md(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;画法与交付形态 = art-bible §6.2。冲突时色彩以色彩脚本为准,画法以 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
0. 使用流程(四步)
- 出图:按下面各条把提示词贴进生图渠道。出图前先放风格参考图(见 §1)。
- 入库:候选原图放
artwork/candidates/<资产名>/,文件名v1.png / v2.png / v3.png。 - 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。
- 转正:终稿转入切片资产目录,按坐标表接线。
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)。
1. 风格参考图(每次出图都要带)
| 参考图 | 作用 |
|---|---|
artwork/2026-10-23-营地场景/Gemini_Generated_Image_ykrc0nykrc0nykrc.jpg |
定色调、氛围、构图关系(作者提供的参照物) |
game/assets/art/character/character_hero_idle.png |
定像素密度、平涂质感、描边(项目自家已定稿像素图) |
禁止拿未经验证的自造图当参考图——风格错了整批全废。
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.
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。
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;背景层不混入暖木色、更易守住冷色占比判据(判据见 §4)。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)
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)——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) 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 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 46 percent of the frame height measured from the top edge (y=734 of 1600), 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 — clearly lighter than a dark muddy version, never near-black, 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, panel, arrow or UI element; any icon, badge, item tile, emblem, sign, marker or symbol anywhere in the frame; any characters, people, creatures or animals.
2.2 围墙层(scene_camp_wall,不可点,透明底)
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)。
画什么:横贯全宽的密排竖木桩墙(左右两段,桩身终稿 150 高)+ 两根略高的门柱(终稿 164 高),门洞处完全透明
不画什么:天空、远山、地面、小路、门扇、七个物件、角色;门洞内不画任何东西,透出背景层的小路
Pixel art style. True pixel art game 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 PALISADE WALL LAYER ONLY of a small adventurer camp, drawn on a plain flat uniform light grey #F2F2F2 background for easy keying. A wooden palisade wall runs straight across the full width of the frame, seen from the front, built from closely spaced vertical logs standing side by side with no gaps between them, every log cut to a sharp point at the top, a solid barrier with no horizontal rails, no see-through gaps, no ranch-style post-and-rail fence. The wall stands on the ground line at y=734 of 1600. The LOG BODIES, pointed tips included, rise 300 pixels above that base line — about nineteen percent of the total frame height — so it reads as a real barrier with presence, clearly taller than the gate opening cut into it, not a thin decorative strip. In the middle of the wall one wide gap holds two thick gate posts standing 28 pixels taller than the logs, and the entire opening between them is completely EMPTY — plain flat uniform light grey #F2F2F2 showing through, spanning x=1040 to x=1520 and rising from the base line y=734 up to y=566, no logs, no path, no ground, no scenery inside the opening, because the dirt path and the hills belong to the background layer below and the gate leaves are a separate object layer. The wall is painted in a muted greyed wood brown, with a thin warm cream outline around the whole silhouette, flat shading. 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 or contact shadows; blur or compression artifacts; a vignette or dark corners; any sky, hills, ground, grass, dirt path or scenery of any kind; any gate leaf, door panel or hinge; any camp object, furniture, crate, barrel, fire, tent or tool; any characters, people, creatures or animals; any purple or magenta anywhere; any text, letters, numbers, watermark, signature or logo; any frame, border, panel, arrow or UI element.
2.3 出图画布上的坐标(终稿 ×2)
| 元素 | 终稿 1280×800 | 出图画布 2560×1600 |
|---|---|---|
| 顶栏 HUD 保留带 | y ≤ 48 | y ≤ 96(保持空旷) |
背景层 scene_camp_bg |
全幅 1280×800 | 全幅 2560×1600 |
| 地平线(山脚/地面分界) | y 367 | y 734 |
| 围墙层外接矩形 | y 203–367(高 164) | y 406–734(高 328) |
| 围墙带(wall 层桩身) | y 217–367(高 150px) | y 434–734(高 300px) |
| 门柱(wall 层,略高) | y 203–367(高 164);x 500–520 / 760–780 | y 406–734;x 1000–1040 / 1520–1560 |
| 门洞(wall 层透明缺口) | y 283–367(高 84);x 520–760 | y 566–734(高 168);x 1040–1520 |
| 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 |
3. 八个物件层(透明底,单件各一张)
组装方式(不要逐条重复前缀)
每件提示词 = 风格前缀 + 本件正文 + 否定后缀。前缀与后缀在本节单点定义,八件共用,避免同一段话八处维护。背景层与围墙层用各自的完整提示词(§2.1/§2.2),不用本节的物件前缀。
风格前缀(八件共用,照抄):
Pixel art style. True pixel art game object 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, one single object, centered, the whole object visible with a small margin around it, on a plain flat uniform light grey #F2F2F2 background, thin warm cream outline around the whole silhouette, flat shading, and one small dark oval contact shadow directly beneath the object.
否定后缀(八件共用,照抄):
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; blur or compression artifacts; a vignette, dark corners, or any mood darkening; any purple or magenta anywhere; any text, letters, numbers, watermark, signature or logo; any frame, border, panel, arrow or UI element; any characters, people, creatures or animals; any scenery, any ground plane or any second object — plain flat uniform light grey #F2F2F2 background only.
逐件正文(只替换这一段)
| 件 | z 序 | 终稿矩形 | 出图画布 | 正文 |
|---|---|---|---|---|
| 布告板 | 2 | 130×140 | 260×280 | §3.1 |
| 门扇 | 3 | 240×147 | 480×294 | §3.2 |
| 木桩 | 4 | 120×180 | 240×360 | §3.3 |
| 锻炉·铁砧 | 4 | 240×240 | 480×480 | §3.4 |
| 帐篷 | 4(不可点) | 300×170 | 600×340 | §3.5 |
| 宝箱 | 5 | 130×90 | 260×180 | §3.6 |
| 笔记本 | 5 | 100×80 | 200×160 | §3.7 |
| 篝火 | 6 | 160×160 | 320×320 | §3.8 |
落位尺寸(2026-11-05 用户裁地平线 y367 重排后):布告板 130×121/门扇 240×138/木桩 120×180/锻炉 240×193/帐篷 251×170/宝箱 106×90/笔记本 100×66/篝火 160×149——贴图锚定=底中心(帐篷/锻炉/宝箱/篝火/笔记本)+顶锚(门扇悬挂/布告板挂墙);命中矩形按锁定值。八件只改落位,门扇另随门洞压扁重画(原 240×211 → 240×138),其余七件沿用现有终稿。
3.1 布告板(→ 图鉴)
A wooden notice board hung on a wall, with two or three blank pinned papers, no writing on them, one corner of a paper slightly curled; wood brown #8A5A34 frame, warm tan stone #C9AF83 papers.
3.2 门扇(→ 冒险)
Two wooden gate leaves hanging from their hinges, half open and tilted outward, each made of thick planks with a cross brace and dark iron fittings, seen from the front, the pair shown together as one single object; the pair together fills a WIDE LOW rectangle about 240 wide by 138 tall, so the leaves read as broad rather than tall, each leaf roughly twice as wide as it is high; wood brown #8A5A34 planks, dark iron fittings.
3.3 木桩(→ 天赋树)
A single wooden training post standing on the ground, wrapped with a straw rope pad around its middle, rounded top; wood brown #8A5A34 post, straw rope in warm tan #C9AF83.
3.4 锻炉·铁砧(→ 锻造工坊)
One single forge object made of two tightly joined parts standing close together with only a small vertical offset: a stone forge with a short chimney and a warm orange glow in its mouth, and directly in front of it a dark iron anvil on a low block, the anvil partly hidden behind the forge; warm tan stone #C9AF83 stone body, wood brown #8A5A34 accents, the forge mouth glowing candlelight yellow #F6C667.
3.5 帐篷(承载件,不可点)
A canvas tent with a low wooden frame and a fabric flap tied back to one side, showing a dark opening; canvas in warm tan #C9AF83, frame and poles in wood brown #8A5A34.
3.6 宝箱(→ 秘宝匣)
A small closed wooden treasure chest with dark iron bands and a small lock plate on the front; wood brown #8A5A34 body, dark iron fittings.
3.7 笔记本(→ 生涯记录)
A small open journal lying flat, pages spread open, no writing on the pages; paper in warm tan #C9AF83, cover in wood brown #8A5A34.
3.8 篝火(→ 离开营地)
A campfire made of a ring of grey stones around crossed stacked logs with a warm orange-yellow flame above them; warm tan stone #C9AF83 stones, wood brown #8A5A34 logs, candlelight yellow #F6C667 flame, and this flame is the single most saturated area of the object.
4. 验收(机检 + 目检)
背景层 scene_camp_bg
- 黄度 =(R+G)/2−B 分区取样:天空 ≤20、远山 ≤20、地面 ≤35
- 冷色像素占比 ≥55%;本层不应出现任何暖色高饱和像素
- 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
- 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
- 透明底
#F2F2F2可去底、奶油描边闭合 - 桩身 = 出图 y434–734(终稿 150px);门柱 y406–734(终稿 164px);外接矩形 (0,406,2560,328)。桩身超出下沿 y734 达 5px 以上即判红
- 目检:密排竖木桩、桩顶削尖、不透缝、无横木;门洞 y566–734 / x1040–1520 完全透明(透出 bg 小路)、无门扇;桩身高度须明显大于门洞高度
- 单张色数 ≤32(量化后)、缩放为整数倍无拉伸痕迹
量化与缩放实况注记:围墙层与八件已按营地主色板 32 色重量化回写(art-bible §4.1 子板行——违例对 0);落位缩放实况=源 2× 档经后处理换算为锁定矩形 contain(×0.1934–0.4404 非整数倍),「整数倍无拉伸痕迹」判据的机检面以落位实测尺寸与目检兜底执行。
八件
- 单件居中、四周留边、整件完整不出画
- 底色均匀
#F2F2F2、奶油描边闭合(去底脚本要能识别到屏障) - 正下方一个小深色接地影
- 单张色数 ≤32(量化后)、缩放为整数倍无拉伸痕迹
- 篝火例外:整张仍画火堆+火焰,命中矩形只取下半(上半火焰只展示不可点),分界线等成图后按实际画面切
5. 已裁(2026-11-05 用户裁;不再阻塞坐标表与定稿)
- 地平线与整体分带:地平线定在终稿 y367(出图 y734);地面 433px、可见远景 217px(27%);围墙、门、布告板随之上调
- 围墙高度:桩身 150(出图 300)、门柱 164(出图 328)、门洞 84(出图 168);墙高须大于门洞高
- 门扇尺寸:贴图 240×138(锁定 240×147),随门洞压扁重画,坐标按门洞 x520–760 对齐
- 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)
- 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 - 宝箱离底:贴图底 y744,距画面底 56px;其余物件同步上移 46px
- 布告板位置:(845, 224, 130, 140),底 345 落在墙内,不再悬空
- 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
- 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