# Questoria — skarbiec i różnorodne wnętrza

Cztery oryginalne obrazy powstały **wbudowanym Imagegen**. Niezmienione źródła zapisano w projekcie:

- `assets/depot-v55.png` — duży kamienny depozyt ze spatynowaną miedzianą kopułą. Własny `assets/townhall-v41.png` był jedynie odniesieniem do malowanego stylu i palety.
- `assets/interior-floors-v55.png` — atlas 12 materiałów podłóg.
- `assets/interior-walls-v55.png` — atlas 12 materiałów ścian.
- `assets/interior-furnishings-v55.png` — atlas 12 elementów wyposażenia, w tym skrzynki depozytowej, przegrody i drzwi skarbca.

Kadry opisuje `assets/environment-v55.json`. Integracja obejmuje kadrowanie i skalowanie w rendererze. Wzory podłóg i ścian są powtarzane lustrzanie w kodzie, aby dopasować krawędzie bez modyfikowania źródłowych obrazów. Funkcjonalny układ stanowisk jest własnym projektem inspirowanym klasycznymi depozytami MMORPG; nie kopiowano grafiki Tibii.

Poprzedni projekt `assets/depot-v54.png` został odrzucony przez użytkownika. Aktywny renderer używa wyłącznie nowego depozytu v55.

## Finalny prompt — depot

```text
Classic mature top-down 2D fantasy MMORPG hand-painted pixel-friendly game art. Original production assets, controlled fine detail, muted natural colors, clean readable small-scale forms, no modern UI, no watermark, no grid lines or labels. Create ONE large isolated GRAND STONE DEPOSITORY AND AUCTION HOUSE, a fortress-like civic treasury inspired by the functional feeling of classic Tibia depots, with a distinct original design. Supplied image is palette and paint-style reference ONLY. THIS BUILDING MUST BE ARCHITECTURALLY DIFFERENT from timber medieval houses: massive warm gray granite ashlar walls, strong buttresses, broad low flanking wings with flat stone parapets, a single central low oxidized COPPER DOME with muted verdigris patina, tall arched barred windows and bronze details. NO Tudor timber facade, NO blue slate pitched roofs, NO cottage silhouette, NO chimneys, NO clock tower. Two visible above-ground storeys, with high ground-floor vault hall and an upper auction gallery; basement implied by a solid stone foundation. One impressive central iron-and-bronze double vault entrance at exact horizontal center on the bottom facade, short shallow threshold, no external staircase or ground. A small crimson banner with only gold letter E, a discreet relief of crossed keys over the doorway. Large dignified bank, width about 1.5 times total height, entire silhouette with generous transparent margin. Classic RPG orthographic front facade seen slightly from above so dome and roof planes are visible, NOT isometric diagonal. Genuinely TRANSPARENT background. No people, scenery, pavement, grass, props outside, text except E, fake transparency, drop-shadow background or surrounding environment.
```

## Finalny prompt — floors

```text
Classic mature top-down 2D fantasy MMORPG hand-painted pixel-friendly game art. Original production assets, controlled fine detail, muted natural colors, clean readable small-scale forms, no modern UI, no watermark, no grid lines or labels. Create ONE precision texture atlas for diverse medieval fantasy building INTERIOR FLOORS. Exactly FOUR equal columns and THREE equal rows, twelve equal square cells, no margins or gaps, no frame. Each cell is a top-down orthographic fully covering flat material texture with no objects or cast shadows; each cell should be independently seamless on its own four edges. Quiet readable low-contrast surfaces, small-scale joints and moderate wear, avoid speckles, noisy grunge and huge stones. Row1 left-to-right: (1) tavern: aged warm dark oak planks; (2) merchant: ochre and chestnut small ceramic square tiles; (3) forge: charcoal basalt pavers with restrained soot; (4) healer: warm ivory stone squares with tiny muted sage corner accents. Row2: (5) guild: cool blue-gray rectangular flagstones; (6) alchemist: muted gray-green small hexagonal tiles; (7) gardener: warm faded terracotta bricks; (8) library: dark walnut herringbone parquet. Row3: (9) town hall: pale limestone with subtle brown geometric inlays; (10) treasury bank: dark blue-gray polished granite rectangular blocks; (11) cellar: warm reddish aged brick pavers with broad subdued mortar; (12) underground vault: cold dark gray square stone slabs and discreet iron bands at joints. Consistent painted game texture density across all twelve cells; no lettering, room scenes, furniture, walls, lights, symbols, plants or gradients. Crisp straight atlas boundaries.
```

## Finalny prompt — walls

```text
Classic mature top-down 2D fantasy MMORPG hand-painted pixel-friendly game art. Original production assets, controlled fine detail, muted natural colors, clean readable small-scale forms, no modern UI, no watermark, no grid lines or labels. Create ONE precision texture atlas for diverse medieval fantasy INTERIOR WALL SURFACES. Exactly FOUR equal columns and THREE equal rows, twelve equal square cells, no margins, no gaps, no frame. Flat front elevation material textures, each cell fully covered and independently seamless horizontally and vertically. Restrained low-contrast painted wall materials, clear mortar, quiet detail at small game scale. Row1 left-to-right: (1) tavern warm brown timber wainscoting with muted cream plaster; (2) merchant warm ochre plaster with fine brown timber verticals; (3) forge dark rugged gray masonry and soot; (4) healer warm ivory limewash over fine masonry. Row2: (5) guild cool gray dressed stone; (6) alchemist desaturated olive stone and dark timber accents; (7) gardener honey plaster with simple wood trim; (8) library dark walnut wood paneling. Row3: (9) town hall cream carved ashlar with restrained classical relief bands; (10) treasury bank blue-gray granite ashlar with iron tie plates; (11) cellar weathered warm reddish brick; (12) underground vault cold dark stone blocks and sturdy iron reinforcement. No objects, doors, windows, furniture, torch light, shadows, room perspective, lettering, symbols or vignette. Consistent cell boundaries, no grid drawn over the atlas.
```

## Finalny prompt — furnishings

```text
Classic mature top-down 2D fantasy MMORPG hand-painted pixel-friendly game art. Original production assets, controlled fine detail, muted natural colors, clean readable small-scale forms, no modern UI, no watermark, no grid lines or labels. Create ONE original sprite atlas of TWELVE distinct fantasy interior furnishing sprites. Exactly FOUR columns and THREE rows with equal cells, each sprite centered, generous TRANSPARENT gutters, no sprite crossing its cell. Genuinely TRANSPARENT background. Orthographic front-facing objects viewed slightly from above in a classic 2D RPG, material details readable at a width of 64-96 pixels, no isometric diamond perspective. Row1: (1) tavern bar counter with ale casks and clay mugs, (2) merchant shop counter displaying folded colored fabric and small scales, (3) blacksmith forge workbench with anvil and neatly hung tools, (4) healer apothecary cabinet with white cloth and ceramic medicines. Row2: (5) guild strategy table with rolled maps and small crimson pennant, (6) alchemist workbench with glass flasks and muted teal liquids, (7) gardener potting bench with earthen pots and greenery, (8) library reading desk with stacked leather books and quills. Row3: (9) town hall clerk's carved stone-and-wood writing desk, (10) sturdy private DEPOSIT LOCKBOX on a short stone pedestal, with iron bands and a bronze keyhole, front-facing compact silhouette, (11) tall narrow oak and wrought-iron partition for separating individual depot booths, (12) heavy arched iron underground vault doorway with a round lockwheel, seen front-facing. Individual objects only; no floors, walls, background, people, labels, words, letters, numbers, extraneous decorations, highlights outside object or shadows cast on a plane.
```

