119 lines
7.2 KiB
Markdown
119 lines
7.2 KiB
Markdown
# NOT TONIGHT — Fleet Asset Notes
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*What already exists on John's network that this game can reuse, borrow from, or
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generate with. Sourced from the fleet-wide `ASSET_INVENTORY_2026-07-18.md` and
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`GAME_ASSET_AUDIT_2026-07-18.md` (both on ultra `~/Documents/`). Compiled
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2026-07-19.*
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**Context for lanes:** v0.1–0.3 use PROCEDURAL placeholder art (coloured-pixel
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paper-doll, synthesized audio) — nothing below is needed before the v0.4 art pass.
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This doc exists so the art pass starts from the library, not from scratch. Nothing
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here changes the `renderDoll` / layer contracts.
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## Directly relevant (v0.4 art pass)
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### 1. 90sDJsim paper-doll wardrobe — the big one
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`ultra:~/Documents/90sDJsim/web/world/media/doll/` — **441 authored clothing
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sprites** across tops/bottoms/shoes/hats/bags, brand-flavoured (coogi, dr_martens,
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nike_air_max, moschino, quiksilver, kmart, disruptor_ii…), dynamically loaded by
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`os.listdir` slot convention.
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- **Reuse the taxonomy**: their slot/brand/type naming should inform
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`data/outfits.ts` vocabulary (we already have shoes/legs/top/outer/hair/accessory
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— cross-check their catalog for types we missed, e.g. bucket hats, bumbags).
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- **Reuse the art via pixelation**: 90s wardrobe reads perfectly as 2026 Valley
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fashion-in-quotes. A downscale/quantize pass (sprite → 32×48 palette-locked
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pixel layer) could convert the catalog into real doll layers. Prototype on 10
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sprites before committing — pixelated photo-sprites can look mushy; may need a
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cleanup pass or MODELBEAST-assisted redraw per sprite.
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### 2. RIGROOM — the character × animation factory (surveyed 2026-07-19)
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**This supersedes the old "animation references" note. The fleet has a full
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character/animation pipeline, live and organised:**
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- **RIGROOM library** (`ultra:~/meshgod-backups/library`, 2.4 GB): **607
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animation FBX** in themed packs + 59 character files. Web UI live at
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`http://100.91.239.7:8010/rigroom` (characters × animations pairing, three.js
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preview, instant Mixamo-ready FBX download). CLI:
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`MESHGOD/scripts/rigroom.py classify|sort|scan`.
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- Clips that read like THIS game's shot list: `Searching_Pockets` (pat-down),
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`Standing_Arguing` + a full boxing/knockout pack (floor fights),
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`Shaking_Head_No` (the deny), `Inspecting`/`Looking_Around` (ID check),
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`Leaning_Idle02_Smoking` (smoking area), dozens of idles/sits, dance packs,
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`Brutal To Happy Walking`, zombie stagger (maggot walk), 12 DJ motions.
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Raw source: `m3ultra:~/Documents/Rokoko_Free_Mocap_FBX_263` (606 FBX).
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- **Modular character kit** (`m3ultra:~/Documents/character_kit_modular`,
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canonical `ultra:~/Documents/character_kit/modular/`): GODVERSE socket
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standard — head/hands/feet/torso swap on one shared 65-bone `mixamorig:`
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skeleton, 40 embedded actions, every library clip retargets for free.
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- **repose** (`m3ultra:~/Documents/repose`): photo → T-pose views (SD1.5 +
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ControlNet, all-local) → MeshGod multi-view → autorig. A face becomes a
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rigged character without leaving the tailnet.
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- **For NOT TONIGHT (v0.4 art pass), the pre-render path is now fully paved:**
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modular kit character + RIGROOM clip → Blender orthographic top-down/front →
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pixelate → sprite sheets behind the existing `renderDoll` poses. The outfit
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variety could even come from kit part swaps. Same pipeline, one venue's
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worth of NPC animation for free. Decide at v0.4; contracts don't move.
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- Also present, unsurveyed depth: `MOCAPGOD` (empty queue — service scaffold),
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`mixamo_upload` staging, `MOTIONLIB` (2,703 FBX, ultra) still the deep pool.
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### 2b. procity (m3ultra) — the 90s-Aussie town sim
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Walkable procedural shopping town (three.js, no build step), built by lanes
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like ours. Pipeline: 186 GLB/FBX with fit/normalize/decimate tooling
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(`procity_fit_*` props: arcade cabinet, clothes racks, shelving), 21 peds.
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The **prop pipeline conventions** (batch manifests, decimation results JSON)
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are the pattern to copy if NOT TONIGHT ever goes 3D-prop-assisted; the venue
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furniture (bar, booths, stools) could come straight from its fit pipeline.
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### 3. Venue / street reference art
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- `ultra:~/Documents/90sDJsim/web/world/media/` named scene/venue art — 100 wired
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widescreen club/venue images. Mood reference for our neon-dark interiors.
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- `gdrive:ASSETS FROM AI` (2.47 GB, 3,239 files) + `gdrive:IMAGE-DATABASE`
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(794 MB, 26,910 files) — prior AI-gen pools; sweep for club/street/neon/night
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material before generating fresh.
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- m4pro SPACEY `MRP PHOTOSHOP FILES` (4.4 GB PSDs) — design-language source
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(posters/flyers could become in-game wall dressing). m4pro is HANDS-OFF; access
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via the SMB mount on m3ultra if needed.
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### 4. Generation pipeline (MODELBEAST)
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m3ultra central queue :8777 (see fleet skill). For NOT TONIGHT this is an
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**image generator, not a mesh generator** — we need no GLBs. Useful for: patron
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face/outfit reference sheets to hand-pixel from, venue backdrop concepts, Dazza's
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contact photo, joke ID photos. The thriftgod `gen_assets.py` + 640px `sips`
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convention (m3ultra `~/Documents/thriftgod/`) is a proven prompt→asset-dir pattern
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worth cloning for an `art_src/` pipeline here.
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## Explicitly NOT for this game
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- **All 3D mesh libraries** (`3D=models`, `3D-STORE`, FBX, femalemeshed,
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NPCFACTORY, MODELBEAST GLB output) — no 3D in this game; only via the Option-B
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prerender path above, never at runtime.
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- **Audio archives** (bandcamp ~1 TB, YT-AUDIO, MONSTER MIXES). The design is
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locked to a fully synthesized WebAudio techno engine (design §5 / LANE_JUICE) —
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the low-pass location trick needs a synth we control, and shipping archive audio
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is a licensing minefield. John's own MONSTER MIXES are legally his — park the
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idea of a licensed-mix easter egg (jukebox in the kebab shop?) as a someday-note.
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- **dealgod image pool** (2.4M product photos) + `recordgod_disc_images` — product
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photography, wrong domain. (One cursed exception: pat-down contraband items
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could be pixelated from real dealgod product shots. Someday-note.)
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- **thriftgod 2D dressing** — authored 640px painterly JPGs, wrong style; its
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*pipeline* is the reusable part (see §4).
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## Ground rules for the eventual art pass
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**Licensing: none needed.** This is a private tailnet sandbox game, never public —
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John's call (2026-07-19). Anything on the fleet or gdrive is fair game, including
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the audio archives and MONSTER MIXES. (If that ever changes and the game goes
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public, this section is the checklist to revisit first.)
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1. Everything funnels through the existing contracts (`renderDoll` poses, outfit
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slots) — art swaps in behind interfaces, callers never change.
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2. One palette, one pixel density (32×48 queue dolls at 640×360) decided ONCE
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before any batch conversion; retrofitting mixed densities is the classic trap.
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3. Log each imported batch (source → transform → dest) in this file — not for
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licensing, just so we can regenerate/retrace later.
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4. Check the MeshGod gallery + MODELBEAST `data/` (m3ultra) before generating
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anything — the inventory's rule "catalog before regenerating" applies here too.
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5. The synthesized techno engine stays the core soundtrack (the location-filter
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trick needs a synth we control), but real archive audio is now allowed as
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layers/easter eggs — e.g. MONSTER MIXES on a kebab-shop jukebox, real crowd
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ambience beds under the synth.
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