Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add ouzlifaneyassine1-dot/onyx-engine --skill tileable-texturegit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/tileable-texture)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/tileable-texture"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/tileable-texture/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/tileable-texture"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/tileable-texture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00092 | $0.03026 |
| Opus 5 | $0.00046 | $0.01513 |
| Sonnet 5 | $0.00018 | $0.00605 |
| Haiku 4.5 | $0.00009 | $0.00303 |
Grade A, and why
tileable-texture scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
89% identical to tileable-texture — 80 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 206 lines — stays where its author put it; the contents beside it link to each section on GitHub.
tileable-texture — Seamless Square That Repeats Cleanly
This skill generates a seamless square texture (typically 1024×1024) that tiles cleanly on all four edges with no visible seams. Output goes onto a PlaneMesh, CSGBox3D, or MeshInstance3D as a StandardMaterial3D albedo, often with uv_scale cranked up so a single tile covers a small area and the surface repeats it across a wall or floor.
The hard part is "seamless." Most diffusion models violate edge continuity by default — generate a brick wall and the bricks stop mid-row at the edge. This skill encodes the prompt suffix and the post-import verification that catches seams before they ship.
When to use
- "Generate a brick wall texture for this room."
- "I need a grass ground texture for the level."
- "Tileable wood-floor texture, 1024×1024."
- "Stone tile texture for the dungeon."
- "Sand / dirt / metal-panel — seamless."
When NOT to use
- The user wants a 3D-modeled wall with geometric brick relief →
onyx:asset-pipeline/asset-strategy(image-to-3D). - The user wants a unique mural / non-tiling artwork →
onyx:2d-assets/concept-artoronyx:2d-assets/character-portrait. - The user wants a skybox / 360° environment →
onyx:2d-assets/skybox-panorama. - The user wants a normal map / PBR material set — generation today is albedo-only. Normals must be derived (
MaterialMaker,NormalMap-Online) or hand-authored.
Steps
1. Search for an existing texture
onyx_search_assets(query="<material> tileable", filter={ kind: "image" })
Texture libraries (AmbientCG, Polyhaven) often have free PBR sets that beat AI generation for realism. If the user wants photorealistic tiling, pause and suggest those.
2. Build the prompt — material + the seamless suffix
Pattern:
<material description>, seamless tileable texture, top-down view, uniform lighting, no perspective, no shadows, no edges, square format, no specific objects in frame
The load-bearing phrases are:
seamless tileable texture— primes the model.top-down view— kills perspective convergence (which is the #1 source of visible seams).uniform lighting— kills directional shadows that bake into the tile and stripe across the surface when it repeats.no perspective, no shadows, no edges— explicit negation of common failure modes.no specific objects in frame— kills "interest" features the model adds (a single bright leaf, a chip in one brick) that scream "this is a repeating tile."
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 206 lines · 92 tokens per session scan A bff5d7cb7eb3
tileable-texture is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 92 tokens to every session and 3,026 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to tileable-texture, differing in 80 lines, and is treated as a copy.
Other skills, from other repositories
skybox-panorama
Use when generating a 360° panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene. Equirectangular projection, 2:1 aspect. Wires into WorldEnvironment.sky. Trigger on "skybox", "sky panorama", "360 background", "environment sky", "HDRI sky", "panoramic background", "panorama sky".
sprite-sheet
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character…
character-portrait
Use when generating a single, polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries. One character, locked composition, VN-style. Trigger on "character portrait", "dialogue portrait", "VN portrait", "character bust", "headshot", "character select image", "lore…
pixel-art
Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on "pixel art", "8-bit art", "16-bit sprite", "pixel sprite", "retro tileset", "pixel icon", "pixel portrait".
tileable-texture
Use when generating a seamless tileable texture for walls, floors, terrain, ceilings — square tile that repeats cleanly on all four edges. Wires onto PlaneMesh / CSGBox3D / MeshInstance3D as a StandardMaterial3D albedo. Trigger on "tileable texture", "seamless texture", "wall texture", "floor texture", "ground…
ui-graphics
Use when generating UI elements — icons, buttons, panels, frames, HUD widgets, badges. Flat-design, transparent-background, game-UI style. Wires the result via TextureRect / NinePatchRect / AtlasTexture. Trigger on "UI icon", "button graphic", "HUD element", "panel frame", "menu background", "inventory slot", "ability…