KAZIK/assets/sprites/hall/prompts-v9.json
Artvasil09 51c6512675 feat: implement secret fortune teller room, lived-in den v3, and bar camera stabilization
- Secret Fortune Teller Room: arcade lantern toggle, sliding timber panel, dedicated staircase and compact cellar chamber

- Lived-in den pass v3: cloth hangings, draped workbench, props/clutter, centered entrance, and custom light sources

- Bar camera stabilization: remove alcohol horizon sway while retaining drink animations

- Synchronize binaries and update launcher hash to EADBA9C8C9BD5B7E3CC4CE486ED647C1CE9383D1DCB6EBC94FE755EA1F4BF927
2026-10-20 17:29:52 +03:00

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JSON

{
"tool": "built-in image_gen",
"sources": ["F:/покер/assets/sprites/hall/guest-walk-v2.png", "F:/покер/assets/sprites/hall/basement-door-v2.png"],
"packs": ["assets/animations/hall/guest-walk-v2.bin", "assets/animations/hall/guest-walk-left-v2.bin", "assets/animations/hall/basement-door-v2.bin"],
"walking": "Use case: identity-preserve. Production transparent game sprite sheet, retro detailed painted 1990s casino raycaster sprites, matching the six people in reference image exactly. Create ONE coherent sheet, EIGHT columns and SIX rows, equal slots, full body with empty gutters and all shoes visible. Each ROW is one person: row1 stocky gray-haired man gray suit red tie; row2 brunette bob woman emerald pantsuit; row3 balding mustached cream dinner-jacket man; row4 redhead blue knee-length dress woman; row5 dark-skinned man green brocade waistcoat white shirt; row6 older silver-haired woman plum knee-length dress. All face three-quarter RIGHT throughout. Each row shows EIGHT sequential genuinely different phases of a natural walking cycle: left heel strike, left loading, right foot passing with bent lifted knee, left toe-off/right reaching; right heel strike, right loading, left foot passing lifted knee, right toe-off/left reaching. Alternate which foot is forward clearly, flex knees and ankles, counter-swing arms, dresses sway with knees; no duplicates, no sliding rigid legs. Preserve faces, clothing, anatomy and head/body proportions across all eight slots. Camera fixed, same height and baseline. Transparent background with actual alpha. No scene, no shadows on floor, no labels, no text or borders. Output wide square large sprite atlas, not poster.",
"door": "Use case: precise-object-edit. Reference is existing casino prop sheet, use ONLY its middle-right heavy iron vault door as identity reference. Produce a production game texture extraction sheet with THREE equal COLUMNS on transparent canvas. LEFT column: full-height heavy rectangular dark worn steel door LEAF alone perfectly FRONT ORTHOGRAPHIC, brass rivets, inset rounded steel panel, hinge plates at left, small brass locking mechanism right, rich detailed retro painted pixel sprite. IMPORTANT remove the large central handwheel entirely: plain uninterrupted steel at its old location. No frame, no pipes, no floor, leaf only. MIDDLE column: the stationary door FRAME alone, straight-on front orthographic, heavy industrial riveted steel jambs and lintel, brass plumbing around top and right and small amber lamp on upper right. Centre of frame is an EMPTY transparent opening, NO door leaf or wheel. RIGHT column: separate large round BRASS FIVE-SPOKE HANDWHEEL alone facing straight at camera, exactly circular, central hub, clean transparency between spokes, no steel background; centered at middle of its slot with generous blank margin. Match the reference door and warm casino lighting, not a futuristic door. All three extracted pieces wholly visible, isolated, crisp texture, real alpha transparency. No scene, no floor shadows, no people, no text, no labels, no border. Large landscape sheet three columns, components must not touch.",
"normalization": "Offline ANM1 packing; one fixed scale per appearance; eight phases plus mirrors; supporting foot anchored at bottom row. Door handwheel rotates on a fixed steel leaf before native hinge motion."
}