# 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:** v0.1–0.3 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.