Pixel-art dungeon floor of irregular stone slabs
In your harnessProcedural textureMIT
Generate a tileable pixel-art flagstone floor at a chosen art resolution: random-ashlar slabs of one or two cells with dark joints, lit and shadow bevels, chipped corners, branching cracks, moss in the joints and glossy puddles, with per-pixel normal, height, roughness and occlusion maps. Use for dungeon floors.

What it takes and gives
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- art_pixels, cells, large_slabs, cracks, chips, moss, puddles, relief and 3 more
- Presets
- default, mossy_crypt, sandstone_temple, flooded_cellar
- Tileable
- yes
- Command line
- python pixel_dungeon_floor.py --size 1024 --seed 7 --preset NAME --out DIR [--width W --height H] [--set NAME=VALUE] [--directx-normal] [--orm]
- Godot material
- material.tres
- Blender builder
- blender_material.build_material(folder)
Limits. Stylized pixel art with the light from the top left baked into the slab bevels. Slabs are rectangles on a coarse grid of cells, one or two cells each way, so the layout has no curved or diagonal joints, and a grid of two cells makes plain square slabs. Cracks are random walks and puddles thresholded noise. Roughness and height are values per drawn class, and the normal map treats each art pixel as a flat facet. Output sizes that are not a whole multiple of art_pixels give art pixels of unequal widths. Occlusion is a blurred-height estimate posterized to eighths.
Details
- Kind
- Procedural texture
- Engine
- Python 3.10 or later
- Files
- 12 files, 179.8 KB
- Licence
- MIT
- Declared effects
- runs commands, writes files
- Checked with
- Godot 4.7.2, gl_compatibility
- Checks
- command line generates declared maps, maps decode, maps have declared size and channels, maps tile without a seam, normal vectors unit length facing out, maps carry detail, godot imports the maps, godot material template loads every map, godot compatibility render, capture shows the textured surface, blender builds the material
- Techniques
- Greedy random-ashlar packing of cells on a torus, Joint ownership on the top and left edge of each slab, Bevel shading with highlight and shadow rows, Branching random-walk cracks, Thresholded fractal noise for moss and puddles, Per-art-pixel normals by central differences
- Tags
- texture, pixel art, tileable, floor, flagstone, dungeon, stone, 2d
- Identity
library.supply.creative_originals.5554eb00ef5c6d2fe90dcdda.d07e32cab50aca4b- Version
d07e32cab50aca4b19d617fa3a86269bbdea347ac7d4a3580e418f77dcd27cbb
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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