- gen_props.py: flux_local -> trellis_mac -> normalize pipeline; 5/8 props kept (arcade-cabinet, listening-booth, drinks-fridge, milkshake-mixer, novelty-record) - magazine-rack -> primitive (thin-wire gotcha); glass-case + bus-shelter -> fal.ai fallback - cash-register reused from depot; all 22 GLBs live, validate --depot 0/0 - loaders.js ?localdepot=1 + stage_local_depot.py for network-free GLB validation - qa.sh --strict GREEN 4/4 at commit time Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
111 lines
7.0 KiB
Markdown
111 lines
7.0 KiB
Markdown
# PROCITY pipeline (Lane E) — how to re-run everything
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The asset pipeline: audit ultra's library → normalize the good bits to house GLB law → publish
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to the 3GOD depot → ship `web/assets/manifest.json` (the contract Lanes B/C/D read) → fill facade
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+ prop gaps. **Everything is optional at runtime** — the game runs asset-free; this lane makes it
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gorgeous, it doesn't make it work.
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## Where things live
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| what | where |
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|---|---|
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| 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) |
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| model library | ultra `~/Documents/3D=models/{shop-fittings,street-furniture,furniture,props-scenes}` |
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| 3GOD depot | `https://digalot.fyi/3god` — `GET /a/<f>`, `GET /api/list`, `POST /api/upload?name=<f>` |
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| OpenRouter key (skins) | env `OPENROUTER_KEY` or `~/Documents/dealgod/lore/keys.env` (never committed) |
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| depot password (publish) | env `GOD3_PW` (never committed; ask John) — cookie = `hmac(GOD3_PW,"3god-ok")` |
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| Ollama (free LLM) | `http://100.89.131.57:11434` (qwen3) — for names/lore/cataloguing, unused so far |
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| MODELBEAST (free local gen) | this box, `~/Documents/MODELBEAST`. `flux_local` = FLUX.2-klein-4B text→image on MPS (**used for the facade skins** — ungated, weights cached). `sf3d`/`trellis_mac` = image→GLB, local but HF-gated (setup needed) |
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## The steps (each is idempotent / resumable)
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### 1. Audit — `AUDIT.md` *(free)*
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```bash
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scp pipeline/glb_stat.py johnking@100.91.239.7:/tmp/
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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
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```
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`glb_stat.py` is a dependency-free GLB parser (tris, bbox, texture sizes, Draco flag). Findings +
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licensing triage are written up in `AUDIT.md`.
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### 2. Normalize — `normalize.py` → 16 GLBs + thumbs *(free, runs on ultra)*
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```bash
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scp pipeline/normalize.py pipeline/batch.json johnking@100.91.239.7:/tmp/
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BL=/Applications/Blender.app/Contents/MacOS/Blender
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ssh johnking@100.91.239.7 "\$BL --background --python /tmp/normalize.py -- /tmp/batch.json /tmp/procity_norm"
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scp johnking@100.91.239.7:/tmp/procity_norm/_results.json pipeline/_normalize_results.json
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scp 'johnking@100.91.239.7:/tmp/procity_norm/thumbs/*.png' web/assets/thumbs/
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scp 'johnking@100.91.239.7:/tmp/procity_norm/*.glb' pipeline/_normalized/
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```
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Enforces the house GLB law (metres, +Y up, base origin, ≤5k tris, WebP ≤1024, no Draco), renders a
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256px thumbnail each. Extends `MESHGOD/scripts/finish_glb.py` (solidify/decimate/bright/base-origin)
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+ adds texture-webp, height-normalize, outlier cleanup, per-asset up/yaw. Edit `batch.json` to add
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assets; **always eyeball the thumbnails** — node-transform-distorted sources (see AUDIT rejects)
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look fine in-frame but have wrong footprints.
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### 3. Manifest — `build_manifest.py` + `validate_manifest.py` *(free)*
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```bash
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python3 pipeline/build_manifest.py # → web/assets/manifest.json
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python3 pipeline/validate_manifest.py # Lane F gate: 0 errors = green
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python3 pipeline/validate_manifest.py --depot # stricter: require GLBs live on the depot
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```
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`build_manifest.py` derives skins from `web/assets/gen/` + fittings from `_normalize_results.json`;
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the curated facade→shop-type maps live at the top of that file (edit there when adding skins).
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### 4. Publish — `publish.py` → 3GOD depot *(the one outward-facing step)*
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```bash
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python3 pipeline/publish.py --dry-run # free: list what would upload
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export GOD3_PW=... # ask John
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python3 pipeline/publish.py # POST each GLB + thumb to the depot (idempotent)
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```
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### 5. Facade skin gaps — `gen_skins.py --local` *(DONE, free, on-device)*
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The 23-skin gap pack is **already generated + harvested + mapped**. To re-run or extend:
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```bash
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python3 pipeline/gen_skins.py --local --dry-run # free: list the pack, no GPU
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python3 pipeline/gen_skins.py --local # MODELBEAST flux2-klein-4b on MPS → .genraw/ (~5.7s/img)
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python3 pipeline/gen_skins.py --harvest # → web/assets/gen/facade-*.jpg, then re-run build_manifest.py
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```
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`--local` drives `~/Documents/MODELBEAST/server/operators/flux_local/run.py` directly (no server,
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no key, weights cached). It runs one GPU job at a time. Add skins by editing `PROMPTS` in
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`gen_skins.py` and their shop-type map in `build_manifest.py` (`FACADE_TYPES`). **Always eyeball
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`.genraw/` and delete rejects before `--harvest`.** Cloud fallback (drop `--local`): OpenRouter
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`google/gemini-3.1-flash-image`, ~$0.004/img, needs `OPENROUTER_KEY`. Manual flow: `SKIN_PROMPTS.md`.
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### 6. Bespoke hero props — `gen_props.py` (MODELBEAST) *(round-3: DONE, free, on-device)*
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The `meshgod_batch.json` gap list now goes through MODELBEAST instead of fal.ai — free, local:
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```bash
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python3 pipeline/gen_props.py --dry-run # list props + what's done
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python3 pipeline/gen_props.py --concepts # flux_local concept images → .genprops/*.png (eyeball!)
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python3 pipeline/gen_props.py --mesh --only glass-case # trellis_mac 1024_cascade image→GLB (~5-8 min)
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python3 pipeline/gen_props.py --mesh # all props with a concept, no glb
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# then normalize (uses local Blender), stage, catalogue:
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BL=/Applications/Blender.app/Contents/MacOS/Blender
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"$BL" --background --python pipeline/normalize.py -- pipeline/batch_props.json pipeline/_normalized web/assets/thumbs
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cp pipeline/_normalized/_results.json pipeline/_props_results.json && python3 pipeline/build_manifest.py
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```
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**5 shipped** (arcade_cabinet, listening_booth, drinks_fridge, milkshake_mixer, novelty_record) + cash-register
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reused from depot. `magazine-rack` → primitive (thin-wire gotcha); `glass-case`/`bus-shelter` → fal.ai
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fallback (TRELLIS can't do transparent glass; `sf3d --draft` gives a featureless blob). TRELLIS meshes run
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heavy (25–77k tris) — see AUDIT provenance. **Eyeball every thumbnail**; ≤2 local attempts then fal (John's go).
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### 7. Local-depot mode — `loaders.js ?localdepot=1` + `stage_local_depot.py` *(round-3: DONE)*
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Lets Lanes B/C/F validate GLB loading with **no network / before publish**:
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```bash
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python3 pipeline/stage_local_depot.py # mirror _normalized/*.glb → web/assets/models/ (git-ignored)
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# then load the game with ?localdepot=1 — depot:<file> resolves to assets/models/<file> instead of the CDN
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```
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## Cost summary
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| step | cost |
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| audit, normalize, manifest, validate, publish | **free** (compute + bandwidth) |
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| facade skin gap-fill (23 imgs) | **free** — done on-device (MODELBEAST flux_local); cloud fallback ~9¢ |
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| MeshGod hero props (9 solids) | **~$2.70** — gated on John (local `sf3d`/`trellis_mac` is free but HF-gated) |
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## Artifacts (not committed — regenerated from the steps)
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`pipeline/_normalized/` (staging GLBs, live on depot), `pipeline/.genraw/` (raw skin gen).
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Committed: the scripts, `*.md`, `batch.json`, `meshgod_batch.json`, `_audit_stats.json`,
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`_normalize_results.json`, `web/assets/manifest.json`, `web/assets/thumbs/`, `docs/shots/laneE/`.
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