7.2 KiB
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.tsvocabulary (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. RIGROOM — the character × animation factory (surveyed 2026-07-19)
This supersedes the old "animation references" note. The fleet has a full character/animation pipeline, live and organised:
- RIGROOM library (
ultra:~/meshgod-backups/library, 2.4 GB): 607 animation FBX in themed packs + 59 character files. Web UI live athttp://100.91.239.7:8010/rigroom(characters × animations pairing, three.js preview, instant Mixamo-ready FBX download). CLI:MESHGOD/scripts/rigroom.py classify|sort|scan. - Clips that read like THIS game's shot list:
Searching_Pockets(pat-down),Standing_Arguing+ a full boxing/knockout pack (floor fights),Shaking_Head_No(the deny),Inspecting/Looking_Around(ID check),Leaning_Idle02_Smoking(smoking area), dozens of idles/sits, dance packs,Brutal To Happy Walking, zombie stagger (maggot walk), 12 DJ motions. Raw source:m3ultra:~/Documents/Rokoko_Free_Mocap_FBX_263(606 FBX). - Modular character kit (
m3ultra:~/Documents/character_kit_modular, canonicalultra:~/Documents/character_kit/modular/): GODVERSE socket standard — head/hands/feet/torso swap on one shared 65-bonemixamorig:skeleton, 40 embedded actions, every library clip retargets for free. - repose (
m3ultra:~/Documents/repose): photo → T-pose views (SD1.5 + ControlNet, all-local) → MeshGod multi-view → autorig. A face becomes a rigged character without leaving the tailnet. - For NOT TONIGHT (v0.4 art pass), the pre-render path is now fully paved:
modular kit character + RIGROOM clip → Blender orthographic top-down/front →
pixelate → sprite sheets behind the existing
renderDollposes. The outfit variety could even come from kit part swaps. Same pipeline, one venue's worth of NPC animation for free. Decide at v0.4; contracts don't move. - Also present, unsurveyed depth:
MOCAPGOD(empty queue — service scaffold),mixamo_uploadstaging,MOTIONLIB(2,703 FBX, ultra) still the deep pool.
2b. procity (m3ultra) — the 90s-Aussie town sim
Walkable procedural shopping town (three.js, no build step), built by lanes
like ours. Pipeline: 186 GLB/FBX with fit/normalize/decimate tooling
(procity_fit_* props: arcade cabinet, clothes racks, shelving), 21 peds.
The prop pipeline conventions (batch manifests, decimation results JSON)
are the pattern to copy if NOT TONIGHT ever goes 3D-prop-assisted; the venue
furniture (bar, booths, stools) could come straight from its fit pipeline.
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
Licensing: none needed. This is a private tailnet sandbox game, never public — John's call (2026-07-19). Anything on the fleet or gdrive is fair game, including the audio archives and MONSTER MIXES. (If that ever changes and the game goes public, this section is the checklist to revisit first.)
- Everything funnels through the existing contracts (
renderDollposes, outfit slots) — art swaps in behind interfaces, callers never change. - 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.
- Log each imported batch (source → transform → dest) in this file — not for licensing, just so we can regenerate/retrace later.
- Check the MeshGod gallery + MODELBEAST
data/(m3ultra) before generating anything — the inventory's rule "catalog before regenerating" applies here too. - The synthesized techno engine stays the core soundtrack (the location-filter trick needs a synth we control), but real archive audio is now allowed as layers/easter eggs — e.g. MONSTER MIXES on a kebab-shop jukebox, real crowd ambience beds under the synth.