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gplan-2/design/art/camp-scene-prompts.md
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DKChan 109a1a75ee docs(美术): 营地场景分层生图提示词卡 v1.0 落地 design/art/
新增 camp-scene-prompts.md(场景级资产,与角色级 art-prompts.md 并列):
- 背景层 1 条完整可贴提示词,附出图画布 2560x1600 与坐标换算(HUD 保留带/围墙带/门洞/门柱)
- 八个物件层各 1 条,风格前缀与否定后缀单点定义,九张共用,避免同一段话多处维护
- 风格参考图两张(参照物 + 主角立绘)与取图纪律;描边取奶油色(去底脚本的屏障法前提)
- 验收判据可机检:黄度分区阈值、冷暖占比、色数上限、整数倍缩放
- 五条待裁(帐篷尺寸/门扇高宽/布告板位置/描边追认/环境子板色值)

art-prompts.md 边界条补「场景级另立 camp-scene-prompts」指路,划清角色/场景两卡分工。
同批补入库 reports/提案-营地色彩与氛围脚本-2026-10-23.md:它被 art-bible §6.2 与本卡共同指路,
此前未跟踪,干净检出会指向不存在文件。

文档域闸:无新增红(07 doc_link 基线红转绿)
2026-10-25 07:44:36 +08:00

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营地场景 · 分层生图提示词卡 v1.0

性质:营地场景图(1280×800,一张可点击场景图 + 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 = artwork/2026-10-23-营地场景/布局草案-1280x800.html;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:九条提示词成文,出图未开始(出图通道由作者自定)


0. 使用流程(四步)

  1. 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)。
  2. 入库:候选原图放 artwork/candidates/<资产名>/,文件名 v1.png / v2.png / v3.png。
  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。
  4. 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 → 贴风格参考图出背景层 → 作者确认风格前缀 → 才扩产八件。


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(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) 画什么:天空、远山、地面、木围墙、门柱与门洞 不画什么:七个物件、门扇、角色、接地阴影——那些是上面的独立图层

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 BACKGROUND LAYER ONLY of a small adventurer camp: sky, distant hills, ground and the wooden palisade wall around it. It must contain 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, the ground and the wall 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 because a HUD bar is drawn over 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 foot of the hills is cut off and hidden behind the wall, so there is no visible horizon line and no distant ground band between the hills and the wall. MIDDLE GROUND: the base line where the logs meet the ground sits at two thirds of the frame height measured from the bottom edge; at that height runs a wooden palisade wall across the whole width of the frame, 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 that completely blocks the view of the outside — no horizontal rails, no see-through gaps, no ranch-style post-and-rail fence; the wall is painted in a muted, greyed wood brown. In the middle of the wall one wide gap holds two thick gate posts slightly taller than the wall, and between them an opening showing a dirt path running away into the distance; the gate opening itself stays empty, because the two gate leaves are a separate layer. FOREGROUND GROUND: the darkest area of the picture, dry packed bare earth in a neutral desaturated grey-brown, never golden, amber or warm yellow, hard flat color blocks, hard edges, no gradient, no grass, no grass tufts, no weeds and no plants of any kind; the ground meets the foot of the wall cleanly with no shadow band and no gradient. 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 distant ground band or any distant grass strip below the hills; trees, forests or foliage in the distance; grass, grass tufts, weeds or plants in the foreground; a ranch-style post-and-rail fence, a see-through fence, flat-topped posts or horizontal rails; 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 characters, people, creatures or animals.

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)
围墙带 y 267–310 y 534–620
门洞(必须留空) x 520–760 x 1040–1520
门柱 x 500–520 / 760–780 x 1000–1040 / 1520–1560

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,九张共用,避免同一段话九处维护。

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 层 终稿矩形 出图画布 正文
布告板 L1 130×140 260×280 §3.1
门扇 L2 240×220 480×440 §3.2
木桩 L3 120×180 240×360 §3.3
锻炉·铁砧 L4 240×240 480×480 §3.4
帐篷 L5(不可点) 300×170 600×340 §3.5
宝箱 L6 130×90 260×180 §3.6
笔记本 L7 100×80 200×160 §3.7
篝火 L8 160×160 320×320 §3.8

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; 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

  • 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;无地平线;围墙密排尖桩、桩顶削尖、不透缝;门洞空着没有门扇

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. 待裁(不阻塞出图,阻塞坐标表与定稿)

  1. 帐篷尺寸:现 300×170 待重定,重定后按比例重出
  2. 门扇高宽:现 240×220,围墙带只有 43px 高,比例待裁
  3. 布告板位置:现 y330 悬空在围墙下方,建议 (845, 268, 130, 140) 挂回围墙带
  4. 描边颜色追认:本卡按奶油色(去底技术前提);若改参照物的深灰褐,需换去底方案
  5. 营地环境子板色值:art-bible §4.1 为数值单点,色值待作者拍板,本卡不复述