Agent skill

Scenario Textures

by scenario-labs in scenario-labs/skills

A skill your agent uses when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR…

MITAuto-check passedGame Development

Install Scenario Textures

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-textures -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install scenario-labs/skills scenario-textures --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/scenario-textures .claude/skills/scenario-textures && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
scenario-textures
GitHub stars
946
Token cost
~2k tokens
SKILL.md length
864 words
Files
1
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR…

  • Works in 8 steps: recommend with the user's own words as… → model_schema_get… → model_run with parameters={"prompt":… → …
  • A task involves game textures
  • SKILL.md covers Overview, Quick reference, What live search confirmed at… and Worked example: seamless…, plus 1 more section
  • Calls npx

What it does

Scenario Textures is an agent skill from scenario-labs/skills. Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines. Keywords: seamless texture, tileable, PBR, material, retexture, texture upscale, surface.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game assets and audio, Game development and Image editing. It works with Model Context Protocol. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • A task involves game textures
  • Materials through the Scenario MCP: seamless
  • Tileable textures
  • Themed texture packs (brick

Example prompts

  • “/scenario-textures”

Requirements

  • Node.js

Workflow steps

8 steps, taken from the first numbered list in SKILL.md.

  1. recommend with the user's own words as prompt ("seamless tileable weathered brick"), pick the seamless generator (e.g…
  2. model_schema_get model_id="model_scenario-texture".
  3. model_run with parameters={"prompt": "weathered red brick wall, moss in the mortar joints", "width": 1024, "height": 1024, "eraseSeam"…
  4. jobs_wait with job_ids=["job_..."] (the ids returned by model_run). A ~180s timeout is not an error: re-call with the returned…
  5. Iterate: rerun with the same seed and an edited prompt, or add referenceImages=["asset_..."] to lock a style.
  6. Upscale: recommend with capability="img2img" and the user's own words as prompt ("upscale this texture without breaking the tile"), hold…
  7. Verify tiling at no cost: the saved PNG's left column against its right and top row against bottom should differ no more than neighboring…
  8. asset_download the final asset for engine import.

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Scenario Textures loads about 2k tokens when it runs. Until then it costs about 123 tokens; SKILL.md has 864 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~123
When it runs · the whole SKILL.md, loaded when a task matches
~2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 864 words, ~2,023 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-textures/SKILL.md (or your agent's skills folder).
name
scenario-textures
description
Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines. Keywords: seamless texture, tileable, PBR, material, retexture, texture upscale, surface.
license
MIT

Scenario texture and material workflows

Overview

Scenario generates seamless, tileable textures from text or reference images, upscales them without breaking the tile, and applies PBR materials when texturing 3D meshes. Model availability differs per team and evolves, so always discover models at run time instead of hardcoding IDs: recommend with the need in the user's own words for a capability, search for a member known by name.

Connection and the core generation loop: see the scenario skill in this repo. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

Quick reference

StepToolNotes
Find texture modelsrecommend with the need in the user's own wordscapability is txt2img or img2img with the texture in prompt (the catalog tags texture models txt2img_texture, img2img_texture); search for a name
Inspect inputsmodel_schema_getAlways call before model_run
Generatemodel_rundry_run=true prices a batch first
Waitjobs_waitRe-call with pending_job_ids
View and saveasset_display, then asset_downloadDownload for engine import
Upscalemodel_run on a texture upscaler2x to 8x, tiling preserved

What live search confirmed at authoring time (examples to re-discover, not constants)

  • Seamless generation: model_scenario-texture (Scenario Texture) takes a prompt (a tileable hint is appended automatically), width/height from 16 to 3840 in multiples of 16, quality, seed, up to 10 referenceImages for style, and eraseSeam (off by default) with overlap/featherRadius to inpaint away both seam axes.
  • Themed texture LoRAs (Flux.1 LoRA, tag sc:texture): floors, marble, concrete, stone walls, wood boards, brick, terracotta, hand-painted, cybernetic, realistic textures. They expose dedicated texture capabilities (txt2img_texture, img2img_texture, controlnet_texture).
  • Tiling-safe upscaling: model_sc-upscale-flux-texture (Scenario Texture Upscale), upscaleFactor 2 (the minimum) to 8, presets precise/balanced/creative riding the same strength and controlnet sliders the schema exposes. It re-renders, so expect small tonal drift: precise with low strength minimizes it, and the result is compared against the source before shipping.
  • Material-look conversion: model_sc-texture-converter (Texture Converter) turns a flat image into a surface material using raised, shiny, polished, angular sliders and an invert relief toggle.
  • PBR maps come from two different routes. For a flat texture, 2D map extractors (recommend, capability="img2img", with the user's words about extracting maps from a flat texture; search only for one already known by name) return a full set in one img2img call: model_patina (PATINA Image to Maps) outputs base color, normal, roughness, metalness, and height, each as its own image asset whose metadata.type names it (texture-albedo, texture-normal, texture-smoothness, texture-metallic, texture-height) in the order requested; the roughness request comes back labeled smoothness, so confirm the convention before wiring it. model_patina-material tiles a PBR material straight from a prompt. For a mesh, 3D texturing and image-to-3D models emit the maps instead (Tripo 3.0 Texturing, Tencent Texture Edit, Meshy 7 Retexture); enable the PBR toggle found via model_schema_get. Retexturing a full mesh is a 3D-to-3D pipeline: see scenario-3d, and scenario-meshy for the Meshy retexture contract.
Show full SKILL.md (375 more words)Show less

Worked example: seamless brick, iterated then upscaled

  1. recommend with the user's own words as prompt ("seamless tileable weathered brick"), pick the seamless generator (e.g. model_scenario-texture).
  2. model_schema_get model_id="model_scenario-texture".
  3. model_run with parameters={"prompt": "weathered red brick wall, moss in the mortar joints", "width": 1024, "height": 1024, "eraseSeam": true, "seed": 42}. For a themed pack, price the batch with dry_run=true first, then launch the runs with wait=false.
  4. jobs_wait with job_ids=["job_..."] (the ids returned by model_run). A ~180s timeout is not an error: re-call with the returned pending_job_ids as job_ids, never a second model_run. Then asset_display the output asset.
  5. Iterate: rerun with the same seed and an edited prompt, or add referenceImages=["asset_..."] to lock a style.
  6. Upscale: recommend with capability="img2img" and the user's own words as prompt ("upscale this texture without breaking the tile"), hold the pick to tiling preservation (a generic upscaler breaks the repeat), model_schema_get it, then model_run with the image and the factor and preset fields the schema names (at authoring time the texture upscaler took upscaleFactor: 2 and preset: "precise"), raising the factor only deliberately: cost follows output pixels, and this leg can only be dry_run-priced once its input asset exists, so a two-step chain is never priced up front.
  7. Verify tiling at no cost: the saved PNG's left column against its right and top row against bottom should differ no more than neighboring interior columns do, and a 2x2 self-tile proof sheet shows any seam instantly.
  8. asset_download the final asset for engine import.

Common mistakes

  • Skipping model_schema_get: parameter names differ per model and most models reject an empty payload.
  • Using a generic upscaler on a tileable texture: it breaks the repeat at the seams. Use the texture-specific upscaler, which preserves tiling.
  • Generating huge sizes directly: generate near 1024, then upscale 2x to 8x. Generation dimensions cap at 3840.
  • Routing a flat texture through a 3D texturing model just to get PBR maps: the 2D map extractors do that in one img2img call, and the 3D models are for meshes.
  • Ignoring engine sizing: engines expect square power-of-two textures (the seamless generator defaults to 1024x1024, 1:1). The generator accepts any multiple of 16, so choose 1024 or 2048 deliberately.
  • Hardcoding model IDs: availability differs per team. Re-discover each session.

© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in skills/scenario-textures of scenario-labs/skills.

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Textures next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Scenario Textures compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Textures this skillscenario-labs/skills946—~2kAutomated safety check: PassMIT
Make Imagesglifxyz/glif-mcp-server213—~931Automated safety check: PassMIT
Fal AI Generationwitnesstodark/mr-mak-workspace347—~1kAutomated safety check: NotesMIT
Web Visualsglifxyz/glif-mcp-server213—~1.5kAutomated safety check: PassMIT
Game Assetsglifxyz/glif-mcp-server213—~831Automated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0

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Questions about Scenario Textures

What does Scenario Textures do?

A skill your agent uses when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR…. Scenario Textures is an agent skill from scenario-labs/skills. Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines.

When should I use Scenario Textures?

Scenario Textures fits situations like: A task involves game textures; materials through the Scenario MCP: seamless; tileable textures; themed texture packs (brick.

How do I install Scenario Textures in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-textures -a claude-code`. Or copy the skill folder (skills/scenario-textures in scenario-labs/skills) into .claude/skills/scenario-textures in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Textures in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-textures -a codex`. Or copy the skill folder (skills/scenario-textures in scenario-labs/skills) into .agents/skills/scenario-textures in your project. Codex loads it when a task matches its description.

Can I use Scenario Textures in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add scenario-labs/skills --skill scenario-textures -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-textures, .gemini/skills/scenario-textures, .github/skills/scenario-textures and .opencode/skills/scenario-textures in your project.

What does Scenario Textures need to run?

Going by SKILL.md and its folder, Scenario Textures needs the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Scenario Textures access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Textures safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Scenario Textures use?

Scenario Textures is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Textures use?

About 2k tokens (SKILL.md is roughly 8.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Scenario Textures?

Skills that share tags, products or a category with Scenario Textures: Make Images (glifxyz/glif-mcp-server, 213 stars), Fal AI Generation (witnesstodark/mr-mak-workspace, 347 stars), Web Visuals (glifxyz/glif-mcp-server, 213 stars) and Game Assets (glifxyz/glif-mcp-server, 213 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Textures?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.