4.9 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. 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_drunketc. as visual reference for hand-animating the pixel sway/stumble frames. - Option B (pipeline): pre-render
character_kitcharacters + 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'sfloorTopDownpose 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
- 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.
- Provenance: only fleet-owned / John-authored / MODELBEAST-generated / CC0 sources. Log each imported batch (source → transform → dest) in this file.
- Check the MeshGod gallery + MODELBEAST
data/(m3ultra) before generating anything — the inventory's rule "catalog before regenerating" applies here too.