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texture_tools_pack

Pack grayscale maps into one texture for an engine preset: Unreal ORM, Unity URP metallic/smoothness, Unity HDRP mask map. Missing maps get sensible constants. Price: $0.05 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters.

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "preset": "<preset>"
    },
    "name": "texture_tools_pack"
  }
}

Input Schema

NameRequiredDescriptionDefault
aoNo
sizeNoOutput side; default is the largest input.
detailNo
presetYes
metallicNo
roughnessNo
smoothnessNoGive roughness or smoothness; the other is derived (smoothness = 1 - roughness).

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed16 schema fields changed
    • removedInput schema / properties / detail / $ref
      Removed value: -"#/properties/ao"
    • addedInput schema / properties / detail / additionalProperties
      Added value: +false
    • addedInput schema / properties / detail / properties
      Added value: +{
      +  "image": {
      +    "type": "string"
      +  },
      +  "imageUrl": {
      +    "format": "uri",
      +    "type": "string"
      +  }
      +}
    • addedInput schema / properties / detail / type
      Added value: +"object"
    • removedInput schema / properties / metallic / $ref
      Removed value: -"#/properties/ao"
    • addedInput schema / properties / metallic / additionalProperties
      Added value: +false
    • addedInput schema / properties / metallic / properties
      Added value: +{
      +  "image": {
      +    "type": "string"
      +  },
      +  "imageUrl": {
      +    "format": "uri",
      +    "type": "string"
      +  }
      +}
    • addedInput schema / properties / metallic / type
      Added value: +"object"
    • removedInput schema / properties / roughness / $ref
      Removed value: -"#/properties/ao"
    • addedInput schema / properties / roughness / additionalProperties
      Added value: +false
    • addedInput schema / properties / roughness / properties
      Added value: +{
      +  "image": {
      +    "type": "string"
      +  },
      +  "imageUrl": {
      +    "format": "uri",
      +    "type": "string"
      +  }
      +}
    • addedInput schema / properties / roughness / type
      Added value: +"object"
    • removedInput schema / properties / smoothness / $ref
      Removed value: -"#/properties/ao"
    • addedInput schema / properties / smoothness / additionalProperties
      Added value: +false
    • addedInput schema / properties / smoothness / properties
      Added value: +{
      +  "image": {
      +    "type": "string"
      +  },
      +  "imageUrl": {
      +    "format": "uri",
      +    "type": "string"
      +  }
      +}
    • addedInput schema / properties / smoothness / type
      Added value: +"object"
  2. Added

TDQS

B3.3/5.0
Behavior3/5

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

With no annotations, the description carries the full burden, and it does disclose two valuable traits: a fixed $0.05 USDC x402 charge billed only on success, and that absent maps are replaced by sensible constants. However it says nothing about what the tool returns (single image? URL?), input format limits, latency, or what happens when no maps at all are supplied beyond 'constants'.

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

Conciseness3/5

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

The first two sentences are front-loaded and earn their place. The trailing 'Part of Texture tools...' paragraph is a generalized family pitch that repeats capabilities of sibling tools and adds little for someone invoking this specific tool, inflating length without invocation value.

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

Completeness3/5

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

For a 7-parameter, nested-object, paid, no-annotations, no-output-schema tool, the definition covers presets and default-fill behavior but omits which channel each map occupies per preset and what the caller receives back. An agent would still have to guess at input conventions and result shape before calling.

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

Parameters3/5

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

Schema description coverage is only 29% across 7 params, so the description needs to compensate and partially does: it explains the mutually exclusive roughness/smoothness rule and the missing-map default behavior. But the nested map objects (image vs imageUrl), the 'detail' and 'ao' channels, and the size parameter's interaction with inputs are left entirely to the schema, which barely documents them.

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

Purpose4/5

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

The opening sentence gives a specific verb (pack), a specific input (grayscale maps), and the exact output presets (Unreal ORM, Unity URP metallic/smoothness, Unity HDRP mask map). An agent can tell this is a channel-packing tool rather than a map generator, though the closing family blurb muddies the line by re-describing texture_tools_pbr and texture_tools_atlas capabilities alongside it.

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

Usage Guidelines3/5

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

Usage is only implied: you choose a preset and supply whichever grayscale maps you have, with missing ones filled by constants. It never explicitly says when to pick this over texture_tools_pbr (generating maps from an image) or texture_tools_atlas, even though those siblings overlap in output domain. No prerequisites about input image formats or resolution are stated.

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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