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roblox-texture-gen

roblox-texture-gen

github.com/syphodev-ytクリエイティブ・メディア11250 回インストール3 日前に更新
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roblox-texture-gen について

roblox-texture-genは、パーツやモデルにタイル可能な素材を適用したいRoblox制作者向けのスクリプト化されたテクスチャワークフローです。外部で画像を生成してアセットとしてアップロードし、Luauのプロパティ設定で適用します。

主な機能

  1. 01タイル可能な画像テクスチャの生成
  2. 02画像をRobloxアセットとしてアップロード
  3. 03Luauによるテクスチャ適用
  4. 04モデル内の複数パーツへの一括適用
  5. 05スクリーンショットによる表示確認

活用シーン

  1. 01ゲームパーツ用の反復素材を作成する
  2. 02モデル内の複数のMeshPartに同じスキンを適用する
  3. 03アップロード前にテクスチャの候補を確認する
  4. 04アップロードしたテクスチャの表示を確認する

MCP 対応

このワークフローは公式Roblox Studio MCPのツールを使い、Studio接続の確認、対象インスタンスの検索、画像のアップロード、Luauの実行、画面キャプチャを行います。

インストール

コマンドをコピーしてターミナルで実行します。

$npx skills add https://github.com/syphodev-yt/roblox-ai-skills --skill roblox-texture-gen

インストール後、Claude Code で/roblox-texture-genを入力して読み込まれたか確認します。

同梱ファイルLOCAL.template.mdscripts/generate_texture.py

README(原文)English

プロジェクトの README より

この README の日本語訳はまだありません。以下は英語の原文です。日本語の紹介はページ上部をご覧ください。

Roblox Texture Gen

First time on this machine? Read LOCAL.md in this folder. If it does not exist, run the roblox-skills-setup skill (or copy LOCAL.template.md to LOCAL.md and fill it in). LOCAL.md holds your paths and tool locations; it is yours and is never shared.

This skill is a scriptable texture pipeline: generate a tileable image with a free API, upload it as an image asset, and write it onto the target part from code. It works on any part or mesh and batches across a whole model.

The official Studio MCP also has generate_texture, which re-textures one MeshPart or Model in place from a text prompt using Roblox's own AI. Use that when the user wants a mesh-conforming texture on a single mesh; use this pipeline for tileable materials, decals, many parts at once, or a texture you want as a reusable file.

Why this sequence

  1. Image generation happens outside Roblox entirely. Pollinations.ai is a free, keyless image API — a plain HTTP GET returns a PNG. No Studio plugin, no paid tier, no signup required (registering is optional and only raises the rate limit / drops the watermark).
  2. Roblox only accepts assets it has ingested, so the generated image has to be uploaded as an image asset before anything in Studio can reference it. That's what the MCP's upload_image is for.
  3. Applying it is just a property write, done with execute_luau (one part or a loop over every part of a model).

Step-by-step

0. Check the Studio connection

The tools come from the official Roblox Studio MCP (list_roblox_studios, get_studio_state, search_game_tree, inspect_instance, execute_luau, upload_image, screen_capture). If they are deferred, load them in one ToolSearch call. Call list_roblox_studios to get the studio_id every other call needs, then get_studio_state. If either fails, stop and tell the user plainly: the Studio MCP isn't connected or Studio isn't open. Don't fabricate a result; this pipeline is dead without a live Studio session.

1. Nail down what to generate

Ask (or infer from context) two things if they're not already clear:

  • Style — e.g. "digital camo", "gold plated brushed metal", "carbon fiber weave", "battle-worn rust". Vague requests like "make it cool" are worth a quick clarifying question since the result is hard to undo once applied.
  • Target — the exact part/mesh/model name in the place (e.g. Handle, GunBody, a whole Model with multiple parts). Use search_game_tree or inspect_instance to confirm the name exists before generating anything — don't guess a part name and find out it's wrong after the image is already made.

Build the generation prompt yourself: append , seamless tileable texture, flat lighting, no watermark, high detail to whatever style the user described — this consistently produces something closer to a usable game texture than the bare style words alone, since generic prompts tend to come back as an illustration rather than a tileable material.

2. Generate the image

Run the bundled script rather than hand-rolling the HTTP call — it handles URL encoding, retries on Pollinations' rate limit (1 req/15s anonymously), and validates the response isn't an error page masquerading as an image:

python "<skill_dir>/scripts/generate_texture.py" "camo military texture, seamless tileable texture, flat lighting, no watermark, high detail" ./textures/gun_camo.png --width 1024 --height 1024

Save into a scratch/textures folder, not directly into the user's project tree, unless they've told you where assets belong. Pick a filename that says what it is (gun_gold_plated.png, not output.png) — you'll likely generate a few variants before landing on one the user likes.

Show the generated image to the user before uploading it to Roblox. Generation is fast and free; asset upload and moderation are not instant, and re-uploading a rejected or disliked texture wastes a Studio round trip. Get a thumbs-up first unless the user explicitly says to skip preview and just apply it.

3. Upload as an image asset

upload_image takes image URLs, not file paths, so serve the textures folder on localhost for the upload, then stop the server:

python -m http.server 8765 --bind 127.0.0.1 --directory ./textures
upload_image(imagePaths=["http://localhost:8765/gun_camo.png"], studio_id=...)

It returns a map of URL to rbxassetid://<id>. (No Studio? The roblox-3d-model skill's upload_asset.py uploads an Image through Open Cloud with your own ROBLOX_API_KEY.) Uploads go through asset moderation and can take a while before they render; a freshly uploaded image sometimes shows grey even though the property is set correctly. If screen_capture shows a grey or missing texture right after upload, that's the likely cause; tell the user rather than assuming the pipeline failed.

4. Apply it to the target

For a single part with a Texture/Decal child, or a MeshPart with a texture property:

workspace:FindFirstChild("<target>", true).TextureID = "rbxassetid://<id>"

For a Model with multiple textured parts (e.g. a gun made of several MeshParts that should all share the skin), loop over descendants in one execute_luau call:

local model = game.Workspace:FindFirstChild("GunModel", true)
for _, part in ipairs(model:GetDescendants()) do
    if part:IsA("MeshPart") then
        part.TextureID = "rbxassetid://<id>"
    end
end

Use inspect_instance first if you're not sure whether the target exposes TextureID, Texture, or a SurfaceAppearance child (SurfaceAppearance/MeshParts with PBR materials are wired differently than a plain decal) — setting the wrong property silently does nothing, so it's worth the extra read.

5. Verify

Call screen_capture and look at the result before telling the user it's done. A property write succeeding doesn't mean the texture rendered correctly — mismatched UV mapping, moderation delay, or the wrong property target can all leave the mesh looking unchanged or wrong even though every tool call returned success.

Iterating on style

If the user wants variations ("try it more worn", "less shiny"), regenerate with a tweaked prompt rather than trying to edit the existing image — Pollinations has no edit/inpaint endpoint in this flow, only text-to-image. Keep the --seed fixed across variants of the same concept if you want family resemblance between attempts, and drop it (or change it) for a genuinely different direction.

What this skill does not do

  • It doesn't replace Roblox's own mesh-aware texturing (the MCP's generate_texture, or the Texture Generator in Studio), which produces better UV-fitted results on complex meshes because it reasons about the geometry. This pipeline's advantage is that it's scriptable, tileable and batchable, not that it's higher quality.
  • It doesn't manage Roblox asset moderation — uploads can be rejected (e.g. for content policy) and that's outside this skill's control. If upload_image reports a rejection, relay it to the user rather than retrying blindly.

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