Files
heros_web/docs/visual-asset-sixty-fourth-map-repaint-v1-report.md

44 lines
2.1 KiB
Markdown

# Sixty-Fourth Battle Map Repaint v1
Date: 2026-07-10
## Target
- Battle: `sixty-fourth-battle-weishui-camps`
- Asset: `src/assets/images/battle/sixty-fourth-battle-map.webp`
- Generator: `scripts/generate-handpaint-map-sample.py`
## Changes
- Added a `weishui-camps` detail profile for the 64th battle map.
- Added river current strokes, bank reeds, denser forest canopies, road ruts, camp flags, supply tents, and beacon/smoke markers.
- Rendered the source pass at 112 px/tile, then downsampled the runtime asset to 64 px/tile for browser/WebGL stability.
- Added `--webp-method` so large map export speed can be tuned without changing output quality.
## Asset Result
- Previous tracked-style reference: 14,336 x 12,320, 18,259,100 bytes.
- New runtime asset: 8,192 x 7,040, 7,879,728 bytes.
- The game scales battle-map art to the tactical tile layout, so the runtime image keeps desktop visual coverage while reducing single-texture pressure.
## Visual Evidence
- Source preview: `docs/visual-asset-sixty-fourth-map-repaint-v1-source-preview.png`
- Before/after preview: `docs/visual-asset-sixty-fourth-map-repaint-v1-before-after.png`
- Browser deployment capture: `docs/visual-asset-sixty-fourth-map-repaint-v1-deploy.png`
- Browser battle start capture: `docs/visual-asset-sixty-fourth-map-repaint-v1-start.png`
- River/center capture: `docs/visual-asset-sixty-fourth-map-repaint-v1-center.png`
- Camp/fort detail capture: `docs/visual-asset-sixty-fourth-map-repaint-v1-camp.png`
- Beacon-side capture: `docs/visual-asset-sixty-fourth-map-repaint-v1-beacon.png`
- Lower-right forest capture: `docs/visual-asset-sixty-fourth-map-repaint-v1-lower-right.png`
## Validation
- `python -m py_compile scripts/generate-handpaint-map-sample.py`
- `pnpm run verify:static-data`
- `pnpm run build`
- `pnpm run audit:visual-assets`
- `git diff --check`
Browser QA reached deployment and in-battle screens on the 64th battle. A stale Phaser image-processing error remained in the browser log buffer from an earlier pre-restart recapture, but the final clean server run rendered the map, deployment UI, and in-battle detail captures successfully.