not-tonight/docs/ASSETS.md
type-two 4eb8135585 Fleet asset notes: reusable network assets for the v0.4 art pass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 16:00:53 +10:00

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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.