# PROCITY pipeline (Lane E) — how to re-run everything The asset pipeline: audit ultra's library → normalize the good bits to house GLB law → publish to the 3GOD depot → ship `web/assets/manifest.json` (the contract Lanes B/C/D read) → fill facade + prop gaps. **Everything is optional at runtime** — the game runs asset-free; this lane makes it gorgeous, it doesn't make it work. ## Where things live | what | where | |---|---| | ultra (library + Blender) | `ssh johnking@100.91.239.7` — key auth, **no** coreutils/timeout, py3.9, Blender at `/Applications/Blender.app/Contents/MacOS/Blender` (not on PATH) | | model library | ultra `~/Documents/3D=models/{shop-fittings,street-furniture,furniture,props-scenes}` | | 3GOD depot | `https://digalot.fyi/3god` — `GET /a/`, `GET /api/list`, `POST /api/upload?name=` | | OpenRouter key (skins) | env `OPENROUTER_KEY` or `~/Documents/dealgod/lore/keys.env` (never committed) | | depot password (publish) | env `GOD3_PW` (never committed; ask John) — cookie = `hmac(GOD3_PW,"3god-ok")` | | Ollama (free LLM) | `http://100.89.131.57:11434` (qwen3) — for names/lore/cataloguing, unused so far | | MODELBEAST (free local gen) | this box, `~/Documents/MODELBEAST` + its own queue on **`:8777`**. `flux_local` = FLUX.2-klein-4B text→image on MPS (**the facade skins** — ungated, weights cached). `sf3d`/`trellis_mac` = image→GLB, **local + PROVEN, weights already cached** — `trellis_mac` (TRELLIS.2 `1024_cascade`) went **15/15 on thriftgod's Tier-1 props** (Lane G/ultra, R1); `sf3d` = seconds-fast draft. Also live on the queue: `bg_remove_local`, `mflux_image_edit`, `seedvr2_upscale`. *(The old "HF-gated / setup needed" note here was stale — flagged by ultra, corrected R22.)* | ## The steps (each is idempotent / resumable) ### 1. Audit — `AUDIT.md` *(free)* ```bash scp pipeline/glb_stat.py johnking@100.91.239.7:/tmp/ ssh johnking@100.91.239.7 'cd ~/Documents/3D=models && python3 /tmp/glb_stat.py --json shop-fittings street-furniture furniture props-scenes' > pipeline/_audit_stats.json ``` `glb_stat.py` is a dependency-free GLB parser (tris, bbox, texture sizes, Draco flag). Findings + licensing triage are written up in `AUDIT.md`. ### 2. Normalize — `normalize.py` → 16 GLBs + thumbs *(free, runs on ultra)* ```bash scp pipeline/normalize.py pipeline/batch.json johnking@100.91.239.7:/tmp/ BL=/Applications/Blender.app/Contents/MacOS/Blender ssh johnking@100.91.239.7 "\$BL --background --python /tmp/normalize.py -- /tmp/batch.json /tmp/procity_norm" scp johnking@100.91.239.7:/tmp/procity_norm/_results.json pipeline/_normalize_results.json scp 'johnking@100.91.239.7:/tmp/procity_norm/thumbs/*.png' web/assets/thumbs/ scp 'johnking@100.91.239.7:/tmp/procity_norm/*.glb' pipeline/_normalized/ ``` Enforces the house GLB law (metres, +Y up, base origin, ≤5k tris, WebP ≤1024, no Draco), renders a 256px thumbnail each. Extends `MESHGOD/scripts/finish_glb.py` (solidify/decimate/bright/base-origin) + adds texture-webp, height-normalize, outlier cleanup, per-asset up/yaw. Edit `batch.json` to add assets; **always eyeball the thumbnails** — node-transform-distorted sources (see AUDIT rejects) look fine in-frame but have wrong footprints. ### 3. Manifest — `build_manifest.py` + `validate_manifest.py` *(free)* ```bash python3 pipeline/build_manifest.py # → web/assets/manifest.json python3 pipeline/validate_manifest.py # Lane F gate: 0 errors = green python3 pipeline/validate_manifest.py --depot # stricter: require GLBs live on the depot ``` `build_manifest.py` derives skins from `web/assets/gen/` + fittings from `_normalize_results.json`; the curated facade→shop-type maps live at the top of that file (edit there when adding skins). ### 4. Publish — `publish.py` → 3GOD depot *(the one outward-facing step)* ```bash python3 pipeline/publish.py --dry-run # free: list what would upload export GOD3_PW=... # ask John python3 pipeline/publish.py # POST each GLB + thumb to the depot (idempotent) ``` ### 5. Facade skin gaps — `gen_skins.py --local` *(DONE, free, on-device)* The 23-skin gap pack is **already generated + harvested + mapped**. To re-run or extend: ```bash python3 pipeline/gen_skins.py --local --dry-run # free: list the pack, no GPU python3 pipeline/gen_skins.py --local # MODELBEAST flux2-klein-4b on MPS → .genraw/ (~5.7s/img) python3 pipeline/gen_skins.py --harvest # → web/assets/gen/facade-*.jpg, then re-run build_manifest.py ``` `--local` drives `~/Documents/MODELBEAST/server/operators/flux_local/run.py` directly (no server, no key, weights cached). It runs one GPU job at a time. Add skins by editing `PROMPTS` in `gen_skins.py` and their shop-type map in `build_manifest.py` (`FACADE_TYPES`). **Always eyeball `.genraw/` and delete rejects before `--harvest`.** Cloud fallback (drop `--local`): OpenRouter `google/gemini-3.1-flash-image`, ~$0.004/img, needs `OPENROUTER_KEY`. Manual flow: `SKIN_PROMPTS.md`. ### 6. Bespoke hero props — `gen_props.py` (MODELBEAST) *(round-3: DONE, free, on-device)* The `meshgod_batch.json` gap list now goes through MODELBEAST instead of fal.ai — free, local: ```bash python3 pipeline/gen_props.py --dry-run # list props + what's done python3 pipeline/gen_props.py --concepts # flux_local concept images → .genprops/*.png (eyeball!) python3 pipeline/gen_props.py --mesh --only glass-case # trellis_mac 1024_cascade image→GLB (~5-8 min) python3 pipeline/gen_props.py --mesh # all props with a concept, no glb # then normalize (uses local Blender), stage, catalogue: BL=/Applications/Blender.app/Contents/MacOS/Blender "$BL" --background --python pipeline/normalize.py -- pipeline/batch_props.json pipeline/_normalized web/assets/thumbs cp pipeline/_normalized/_results.json pipeline/_props_results.json && python3 pipeline/build_manifest.py ``` **5 shipped** (arcade_cabinet, listening_booth, drinks_fridge, milkshake_mixer, novelty_record) + cash-register reused from depot. `magazine-rack` → primitive (thin-wire gotcha); `glass-case`/`bus-shelter` → fal.ai fallback (TRELLIS can't do transparent glass; `sf3d --draft` gives a featureless blob). TRELLIS meshes run heavy (25–77k tris) — see AUDIT provenance. **Eyeball every thumbnail**; ≤2 local attempts then fal (John's go). #### ⚠️ Finishing a `trellis_mac` mesh — ultra's post-mortem (Lane G, R1) — folded in verbatim > ⚠️ **Do NOT run trellis_mac output through the MESHGOD finish farm** — its fill_holes+decimate > shreds 200k-tri marching-cubes meshes (proven on ultra, post-mortem in dealgod memory). The > working pipeline: raw GLB → `npx @gltf-transform/cli optimize --compress draco --texture-compress > webp --texture-size 1024 --simplify-error 0.01` → 0.4–1.8 MB at raw-quality look. *Credit: Lane G / ultra (`G-progress.md`), proven post-mortem — it cost them a shredded batch so it shouldn't cost us one.* **One amendment, per Fable's Ruling 1 (`docs/LANES/FABLE_TO_LANE_G.md`): NO-DRACO WINS — the depot speaks uncompressed GLB and PROCITY's loader stays decoder-free.** So drop `--compress draco`; everything else in ultra's command stands (WebP ≤1024 is already our law): ```bash npx @gltf-transform/cli optimize IN.glb OUT.glb \ --texture-compress webp --texture-size 1024 --simplify-error 0.01 # NO --compress draco ``` Files land ~2–3× bigger than the Draco'd version and that's fine — the depot holds ONE law. Note our own in-house paths remain valid for their own cases and are NOT the finish farm: `bake_lowpoly.py` (voxel-remesh + bake, for shell-soup that must hit a low budget) and `decimate_props.py` (collapse, detail-preserving — see the R13 instrument diet). ### 7. Local-depot mode — `loaders.js ?localdepot=1` + `stage_local_depot.py` *(round-3: DONE)* Lets Lanes B/C/F validate GLB loading with **no network / before publish**: ```bash python3 pipeline/stage_local_depot.py # mirror _normalized/*.glb → web/assets/models/ (git-ignored) # then load the game with ?localdepot=1 — depot: resolves to assets/models/ instead of the CDN ``` ### 8. Audio pack — `gen_audio.py` *(round-11: DONE, free, on-device)* **Tool choice (Fable asked E to pick + document): pure procedural synthesis in numpy**, not a neural model. MODELBEAST has no audio operator, and for this pack synthesis wins outright — $0, no model download, deterministic/seeded (house law), **perfectly seamless loops** (neural gens don't loop), **parody-safe by construction** (every sample is an original oscillator/noise render — nothing to imitate), and precise ≤25 MB budget control. Pipeline: numpy synth → WAV → ffmpeg OGG/Opus (+ M4A/AAC). ```bash PY=~/Documents/MODELBEAST/venvs/mflux/bin/python # numpy lives in the mflux venv $PY pipeline/gen_audio.py --dry-run # list the 23-asset pack + budget $PY pipeline/gen_audio.py # render all → web/assets/audio/*.ogg + *.m4a $PY pipeline/gen_audio.py --only music # just the music beds python3 pipeline/build_manifest.py # catalogue → manifest.json audio:{ambience,sfx,music} ``` 23 assets, **8.1 MB** shipped (opus+aac): 6 ambience beds (street day/night, rain, 3 roomtones), 13 sfx (doorbell, door, till, riffle, toast, tram bell/rumble, 6 footsteps), 4 instrumental 90s music loops. Loudness: beds/music `loudnorm` -16 LUFS, sfx peak-normalised. **Ear-ball** = spectrogram sheet `docs/shots/laneE/audio_spectrograms.png` + numeric loop-seam/peak check (I can't subjectively listen — final ear-check is John's/F's). Add assets by editing `PACK` in `gen_audio.py` + the `AUDIO_*` maps in `build_manifest.py`. WAV scratch `pipeline/.genaudio/` is git-ignored; OGG/M4A ship committed. ### 9. Gig layer — round-12 (v3.0-alpha, `?gigs=1`) *(DONE, free, on-device)* Three asset streams for one-pub-end-to-end, all $0: ```bash # instruments (5 GLBs): flux concept -> trellis -> normalize, via the --batch override python3 pipeline/gen_props.py --batch pipeline/gig_instruments.json --concepts # eyeball first python3 pipeline/gen_props.py --batch pipeline/gig_instruments.json --mesh # ~3-4 min each BL=/Applications/Blender.app/Contents/MacOS/Blender "$BL" --background --python pipeline/normalize.py -- pipeline/gig_norm_batch.json pipeline/_normalized web/assets/thumbs # posters (4 skins): portrait flyers with a blank name-band (B/C overprint like signboards) python3 pipeline/gen_skins.py --posters && python3 pipeline/gen_skins.py --harvest # gig audio (3): pub-rock live bed + crowd-walla + applause — already in gen_audio.py PACK ~/Documents/MODELBEAST/venvs/mflux/bin/python pipeline/gen_audio.py --only music # etc. python3 pipeline/build_manifest.py # catalogues skins.poster + audio gig assets + fittings ``` Instruments: amp/guitar/bass reconstruct well; thin objects (mic-stand pole, drum hardware) may fall to D's primitive (round-3 thin-wire lesson — spec allows "primitives when absent"). Posters carry `nameZone` [x,y,w,h] in `skins.poster`. Gig audio is flagged `gig:true` in `manifest.audio`. ## Cost summary | step | cost | |---|---| | audit, normalize, manifest, validate, publish | **free** (compute + bandwidth) | | facade skin gap-fill (23 imgs) | **free** — done on-device (MODELBEAST flux_local); cloud fallback ~9¢ | | hero props (round-3) | **free** — 5 via MODELBEAST trellis_mac; glass-case/bus-shelter on fal.ai list (≤$2.70, John's go) | | audio pack (round-11, 23 assets) | **free** — 100% procedural synthesis (numpy → ffmpeg), $0, no model | ## Artifacts (not committed — regenerated from the steps) `pipeline/_normalized/` (staging GLBs, live on depot), `pipeline/.genraw/` (raw skin gen). Committed: the scripts, `*.md`, `batch.json`, `meshgod_batch.json`, `_audit_stats.json`, `_normalize_results.json`, `web/assets/manifest.json`, `web/assets/thumbs/`, `docs/shots/laneE/`.