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Convert a legacy texture to a Material

convert_texture_to_material

FREE and SYNCHRONOUS, no AI. Copies a legacy repeat-xy texture into a new immutable Brushable Material revision; the original revision is preserved. Topdown/isometric conversions can be ready immediately when the legacy seam check passed. Platformer conversions are marked needs-review because the old texture has no paired surface ribbon. Legacy strip-only textures cannot be converted because they have no interior fill. Returns the new iteration and quality status; call get_asset afterwards.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
assetIdYesLegacy texture asset id or slug.
projectionYesMap projection this Material will paint.
iterationIdYesLegacy texture revision to preserve and convert.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Added

TDQS

A4.7/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Discloses free/synchronous/no-AI execution, immutability, revision preservation, projection-dependent quality outcomes, and return behavior. Annotations only carry readOnlyHint, destructiveHint, and idempotentHint, so the description adds substantial behavioral context beyond what annotations already provide. No contradiction found.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Dense but not bloated; every sentence adds a distinct fact: cost/performance, immutability, projection behavior, conversion constraints, and follow-up step. The core operation is front-loaded.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Covers prerequisites (seam check, strip-only prohibition), outcome states (ready/needs-review), mutation semantics (preserves original), and the follow-up call to get_asset. Since there is no output schema, the explicit mention of return values closes the main remaining gap.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so all three parameters are already documented. The description adds value by tying the projection enum values to concrete outcomes (topdown/isometric vs platformer) and explaining texture-type eligibility limits, which goes beyond the schema's parameter descriptions.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific action: copies a legacy repeat-xy texture into a new immutable Brushable Material revision while preserving the original. This clearly distinguishes the tool from sibling asset-processing tools by naming the exact transformation and output.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Provides explicit applicability rules: topdown/isometric conversions are ready immediately if seam check passed, platformer conversions are marked needs-review, and strip-only textures cannot be converted. It gives clear when-to-use and when-not-to-use conditions, though it does not explicitly name an alternative sibling tool.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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