Fleet asset notes: reusable network assets for the v0.4 art pass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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- [Game design](docs/GAME_DESIGN.md) — what the game is
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- [Game design](docs/GAME_DESIGN.md) — what the game is
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- [Build plan](docs/BUILD_PLAN.md) — architecture, phases, milestones
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- [Build plan](docs/BUILD_PLAN.md) — architecture, phases, milestones
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- [Contracts](docs/CONTRACTS.md) — shared types & events (law)
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- [Contracts](docs/CONTRACTS.md) — shared types & events (law)
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- [Fleet asset notes](docs/ASSETS.md) — what existing network assets the art pass can reuse
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- [Lane handover log](LANEHANDOVER.md) — build coordination
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- [Lane handover log](LANEHANDOVER.md) — build coordination
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- Lane instructions: [scaffold](lanes/LANE0_SCAFFOLD.md) · [door](lanes/LANE_DOOR.md) · [floor](lanes/LANE_FLOOR.md) · [juice](lanes/LANE_JUICE.md)
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- Lane instructions: [scaffold](lanes/LANE0_SCAFFOLD.md) · [door](lanes/LANE_DOOR.md) · [floor](lanes/LANE_FLOOR.md) · [juice](lanes/LANE_JUICE.md)
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83
docs/ASSETS.md
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docs/ASSETS.md
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# NOT TONIGHT — Fleet Asset Notes
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*What already exists on John's network that this game can reuse, borrow from, or
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generate with. Sourced from the fleet-wide `ASSET_INVENTORY_2026-07-18.md` and
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`GAME_ASSET_AUDIT_2026-07-18.md` (both on ultra `~/Documents/`). Compiled
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2026-07-19.*
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**Context for lanes:** v0.1–0.3 use PROCEDURAL placeholder art (coloured-pixel
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paper-doll, synthesized audio) — nothing below is needed before the v0.4 art pass.
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This doc exists so the art pass starts from the library, not from scratch. Nothing
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here changes the `renderDoll` / layer contracts.
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## Directly relevant (v0.4 art pass)
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### 1. 90sDJsim paper-doll wardrobe — the big one
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`ultra:~/Documents/90sDJsim/web/world/media/doll/` — **441 authored clothing
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sprites** across tops/bottoms/shoes/hats/bags, brand-flavoured (coogi, dr_martens,
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nike_air_max, moschino, quiksilver, kmart, disruptor_ii…), dynamically loaded by
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`os.listdir` slot convention.
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- **Reuse the taxonomy**: their slot/brand/type naming should inform
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`data/outfits.ts` vocabulary (we already have shoes/legs/top/outer/hair/accessory
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— cross-check their catalog for types we missed, e.g. bucket hats, bumbags).
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- **Reuse the art via pixelation**: 90s wardrobe reads perfectly as 2026 Valley
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fashion-in-quotes. A downscale/quantize pass (sprite → 32×48 palette-locked
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pixel layer) could convert the catalog into real doll layers. Prototype on 10
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sprites before committing — pixelated photo-sprites can look mushy; may need a
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cleanup pass or MODELBEAST-assisted redraw per sprite.
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### 2. Drunk/idle/dance animation references
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`ultra:~/Documents/90sDJsim/web/world/models/` — 22 ped GLBs + **9 anim clip GLBs
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incl. `walk_drunk`, idle, sit** (from the shared `character_kit` rig). Plus
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`ultra:~/Documents/MOTIONLIB/` — 2,703 motion/anim FBX.
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- Option A (cheap): use `walk_drunk` etc. as *visual reference* for hand-animating
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the pixel sway/stumble frames.
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- Option B (pipeline): pre-render `character_kit` characters + MOTIONLIB clips to
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top-down sprite-sheet rotations for the Floor scene (Blender orthographic cam →
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pixelate). Heavier, but gives unlimited consistent NPC animation. Decide at v0.4;
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the doll contract's `floorTopDown` pose doesn't care which path wins.
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### 3. Venue / street reference art
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- `ultra:~/Documents/90sDJsim/web/world/media/` named scene/venue art — 100 wired
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widescreen club/venue images. Mood reference for our neon-dark interiors.
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- `gdrive:ASSETS FROM AI` (2.47 GB, 3,239 files) + `gdrive:IMAGE-DATABASE`
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(794 MB, 26,910 files) — prior AI-gen pools; sweep for club/street/neon/night
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material before generating fresh.
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- m4pro SPACEY `MRP PHOTOSHOP FILES` (4.4 GB PSDs) — design-language source
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(posters/flyers could become in-game wall dressing). m4pro is HANDS-OFF; access
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via the SMB mount on m3ultra if needed.
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### 4. Generation pipeline (MODELBEAST)
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m3ultra central queue :8777 (see fleet skill). For NOT TONIGHT this is an
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**image generator, not a mesh generator** — we need no GLBs. Useful for: patron
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face/outfit reference sheets to hand-pixel from, venue backdrop concepts, Dazza's
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contact photo, joke ID photos. The thriftgod `gen_assets.py` + 640px `sips`
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convention (m3ultra `~/Documents/thriftgod/`) is a proven prompt→asset-dir pattern
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worth cloning for an `art_src/` pipeline here.
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## Explicitly NOT for this game
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- **All 3D mesh libraries** (`3D=models`, `3D-STORE`, FBX, femalemeshed,
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NPCFACTORY, MODELBEAST GLB output) — no 3D in this game; only via the Option-B
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prerender path above, never at runtime.
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- **Audio archives** (bandcamp ~1 TB, YT-AUDIO, MONSTER MIXES). The design is
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locked to a fully synthesized WebAudio techno engine (design §5 / LANE_JUICE) —
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the low-pass location trick needs a synth we control, and shipping archive audio
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is a licensing minefield. John's own MONSTER MIXES are legally his — park the
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idea of a licensed-mix easter egg (jukebox in the kebab shop?) as a someday-note.
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- **dealgod image pool** (2.4M product photos) + `recordgod_disc_images` — product
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photography, wrong domain. (One cursed exception: pat-down contraband items
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could be pixelated from real dealgod product shots. Someday-note.)
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- **thriftgod 2D dressing** — authored 640px painterly JPGs, wrong style; its
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*pipeline* is the reusable part (see §4).
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## Ground rules for the eventual art pass
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1. Everything funnels through the existing contracts (`renderDoll` poses, outfit
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slots) — art swaps in behind interfaces, callers never change.
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2. One palette, one pixel density (32×48 queue dolls at 640×360) decided ONCE
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before any batch conversion; retrofitting mixed densities is the classic trap.
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3. Provenance: only fleet-owned / John-authored / MODELBEAST-generated / CC0
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sources. Log each imported batch (source → transform → dest) in this file.
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4. Check the MeshGod gallery + MODELBEAST `data/` (m3ultra) before generating
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anything — the inventory's rule "catalog before regenerating" applies here too.
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