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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type-two 2026-07-19 16:00:53 +10:00
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- [Game design](docs/GAME_DESIGN.md) — what the game is
- [Build plan](docs/BUILD_PLAN.md) — architecture, phases, milestones
- [Contracts](docs/CONTRACTS.md) — shared types & events (law)
- [Fleet asset notes](docs/ASSETS.md) — what existing network assets the art pass can reuse
- [Lane handover log](LANEHANDOVER.md) — build coordination
- 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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# NOT TONIGHT — Fleet Asset Notes
*What already exists on John's network that this game can reuse, borrow from, or
generate with. Sourced from the fleet-wide `ASSET_INVENTORY_2026-07-18.md` and
`GAME_ASSET_AUDIT_2026-07-18.md` (both on ultra `~/Documents/`). Compiled
2026-07-19.*
**Context for lanes:** v0.10.3 use PROCEDURAL placeholder art (coloured-pixel
paper-doll, synthesized audio) — nothing below is needed before the v0.4 art pass.
This doc exists so the art pass starts from the library, not from scratch. Nothing
here changes the `renderDoll` / layer contracts.
## Directly relevant (v0.4 art pass)
### 1. 90sDJsim paper-doll wardrobe — the big one
`ultra:~/Documents/90sDJsim/web/world/media/doll/` — **441 authored clothing
sprites** across tops/bottoms/shoes/hats/bags, brand-flavoured (coogi, dr_martens,
nike_air_max, moschino, quiksilver, kmart, disruptor_ii…), dynamically loaded by
`os.listdir` slot convention.
- **Reuse the taxonomy**: their slot/brand/type naming should inform
`data/outfits.ts` vocabulary (we already have shoes/legs/top/outer/hair/accessory
— cross-check their catalog for types we missed, e.g. bucket hats, bumbags).
- **Reuse the art via pixelation**: 90s wardrobe reads perfectly as 2026 Valley
fashion-in-quotes. A downscale/quantize pass (sprite → 32×48 palette-locked
pixel layer) could convert the catalog into real doll layers. Prototype on 10
sprites before committing — pixelated photo-sprites can look mushy; may need a
cleanup pass or MODELBEAST-assisted redraw per sprite.
### 2. Drunk/idle/dance animation references
`ultra:~/Documents/90sDJsim/web/world/models/` — 22 ped GLBs + **9 anim clip GLBs
incl. `walk_drunk`, idle, sit** (from the shared `character_kit` rig). Plus
`ultra:~/Documents/MOTIONLIB/` — 2,703 motion/anim FBX.
- Option A (cheap): use `walk_drunk` etc. as *visual reference* for hand-animating
the pixel sway/stumble frames.
- Option B (pipeline): pre-render `character_kit` characters + MOTIONLIB clips to
top-down sprite-sheet rotations for the Floor scene (Blender orthographic cam →
pixelate). Heavier, but gives unlimited consistent NPC animation. Decide at v0.4;
the doll contract's `floorTopDown` pose doesn't care which path wins.
### 3. Venue / street reference art
- `ultra:~/Documents/90sDJsim/web/world/media/` named scene/venue art — 100 wired
widescreen club/venue images. Mood reference for our neon-dark interiors.
- `gdrive:ASSETS FROM AI` (2.47 GB, 3,239 files) + `gdrive:IMAGE-DATABASE`
(794 MB, 26,910 files) — prior AI-gen pools; sweep for club/street/neon/night
material before generating fresh.
- m4pro SPACEY `MRP PHOTOSHOP FILES` (4.4 GB PSDs) — design-language source
(posters/flyers could become in-game wall dressing). m4pro is HANDS-OFF; access
via the SMB mount on m3ultra if needed.
### 4. Generation pipeline (MODELBEAST)
m3ultra central queue :8777 (see fleet skill). For NOT TONIGHT this is an
**image generator, not a mesh generator** — we need no GLBs. Useful for: patron
face/outfit reference sheets to hand-pixel from, venue backdrop concepts, Dazza's
contact photo, joke ID photos. The thriftgod `gen_assets.py` + 640px `sips`
convention (m3ultra `~/Documents/thriftgod/`) is a proven prompt→asset-dir pattern
worth cloning for an `art_src/` pipeline here.
## Explicitly NOT for this game
- **All 3D mesh libraries** (`3D=models`, `3D-STORE`, FBX, femalemeshed,
NPCFACTORY, MODELBEAST GLB output) — no 3D in this game; only via the Option-B
prerender path above, never at runtime.
- **Audio archives** (bandcamp ~1 TB, YT-AUDIO, MONSTER MIXES). The design is
locked to a fully synthesized WebAudio techno engine (design §5 / LANE_JUICE) —
the low-pass location trick needs a synth we control, and shipping archive audio
is a licensing minefield. John's own MONSTER MIXES are legally his — park the
idea of a licensed-mix easter egg (jukebox in the kebab shop?) as a someday-note.
- **dealgod image pool** (2.4M product photos) + `recordgod_disc_images` — product
photography, wrong domain. (One cursed exception: pat-down contraband items
could be pixelated from real dealgod product shots. Someday-note.)
- **thriftgod 2D dressing** — authored 640px painterly JPGs, wrong style; its
*pipeline* is the reusable part (see §4).
## Ground rules for the eventual art pass
1. Everything funnels through the existing contracts (`renderDoll` poses, outfit
slots) — art swaps in behind interfaces, callers never change.
2. One palette, one pixel density (32×48 queue dolls at 640×360) decided ONCE
before any batch conversion; retrofitting mixed densities is the classic trap.
3. Provenance: only fleet-owned / John-authored / MODELBEAST-generated / CC0
sources. Log each imported batch (source → transform → dest) in this file.
4. Check the MeshGod gallery + MODELBEAST `data/` (m3ultra) before generating
anything — the inventory's rule "catalog before regenerating" applies here too.