Extend build_towns.py: bounded way[highway](bbox) out geom per town -> raw cached in-repo -> roads[]
in A's v2 contract ({id,kind,pts:[[lat,lon]]}, kind=raw OSM highway class). katoomba_real is now
schema v2 with 484 real streets (Bathurst Rd, Cliff Drive, ...). Fidelity cut (charter risk #4, flagged
to A): fetch every ROAD_KIND tier -> raw; EMIT the town street tier only, excluding service/track/
footway/path/steps/cycleway (1461 of 2506 Katoomba ways = bushwalking tracks/sidewalks/stairs/driveways).
A's lift builds a real town from it (verified): 484 streets -> 872 nodes/799 edges (main 232 side 531
arcade 36) -> 12 blocks, 20 lots, 3 venues (pub/band_room/rsl), 12 gigs. pickVenues lands venues on the
real graph (ledger #2 met).
FINDING for A (alpha failure-list, charter risk #3): on the real graph, spine posters overhang crossing
carriageways -- selfcheck kerb-clearance fails on 4 seeds (-1.6 to -2.5m; e.g. seed 20261990 poster 50 vs
edge 58 = -2.42m). Same class as A's R15/R16 corner-poster fix, now on real cross-street geometry. Owner:
A (pickVenues/POSTER_CLEAR on the real graph, the 'A again' harden step) -- my roads data is VALID (cache
validates; failures are plan-level poster placement). Golden settles after A's fix (pre-fix 0x6014a8e6).
ODbL: raw roads committed, SOURCES.md updated.
-> Lane A: katoomba roads live; harden the lift + resolve the poster finding + re-pin the golden.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|---|---|---|
| .. | ||
| packs | ||
| _audit_stats.json | ||
| _gig_results.json | ||
| _normalize_results.json | ||
| _peds_decim.json | ||
| _peds_merge.json | ||
| _props_results.json | ||
| _published.json | ||
| AUDIT.md | ||
| bake_lowpoly.py | ||
| batch_bake.json | ||
| batch_counter.json | ||
| batch_e2.json | ||
| batch_fal.json | ||
| batch_peds.json | ||
| batch_props.json | ||
| batch.json | ||
| build_manifest.py | ||
| build_stock_pack.py | ||
| build_towns.py | ||
| decimate_props.py | ||
| fbx_to_clip.py | ||
| fix_glb_textures.py | ||
| gen_audio.py | ||
| gen_props_fal.py | ||
| gen_props.py | ||
| gen_skins.py | ||
| gig_instruments.json | ||
| gig_norm_batch.json | ||
| glb_stat.py | ||
| merge_ped.py | ||
| meshgod_batch.json | ||
| MESHGOD_BATCH.md | ||
| normalize.py | ||
| publish.py | ||
| README.md | ||
| SKIN_PROMPTS.md | ||
| stage_local_depot.py | ||
| validate_manifest.py | ||
| validate_pack.py | ||
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/<f>, GET /api/list, POST /api/upload?name=<f> |
| 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. 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) |
The steps (each is idempotent / resumable)
1. Audit — AUDIT.md (free)
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)
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.jsonto 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)
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)
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:
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, ~$0.004/img, needs OPENROUTER_KEY. Manual flow: SKIN_PROMPTS.md.
6. Bespoke hero props — gen_props.py (MODELBEAST) (round-3: DONE, free, on-device)
The meshgod_batch.json gap list now goes through MODELBEAST instead of fal.ai — free, local:
python3 pipeline/gen_props.py --dry-run # list props + what's done
python3 pipeline/gen_props.py --concepts # flux_local concept images → .genprops/*.png (eyeball!)
python3 pipeline/gen_props.py --mesh --only glass-case # trellis_mac 1024_cascade image→GLB (~5-8 min)
python3 pipeline/gen_props.py --mesh # all props with a concept, no glb
# then normalize (uses local Blender), stage, catalogue:
BL=/Applications/Blender.app/Contents/MacOS/Blender
"$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).
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:
python3 pipeline/stage_local_depot.py # mirror _normalized/*.glb → web/assets/models/ (git-ignored)
# then load the game with ?localdepot=1 — depot:<file> resolves to assets/models/<file> 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).
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 $0:
# instruments (5 GLBs): flux concept -> trellis -> normalize, via the --batch override
python3 pipeline/gen_props.py --batch pipeline/gig_instruments.json --concepts # eyeball first
python3 pipeline/gen_props.py --batch pipeline/gig_instruments.json --mesh # ~3-4 min each
BL=/Applications/Blender.app/Contents/MacOS/Blender
"$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/.