park_kit/README.md
type-two 153e26c329 park_kit v0.1 — 27 textured park props + 18 MODELBEAST surfaces + manifest
propkit.py: textured-GLB writer (TEXCOORD_0, shared external textures,
MIRRORED_REPEAT). prop_author.py: parametric generators — ramps, rails,
furniture, trees, dressing — each with local-space grind metadata and
skatemakerpro element/collider hints.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 19:47:34 +10:00

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park_kit — GODVERSE park object library

Reusable, textured, license-clean park objects for bookquoy and skatemakerpro (and whatever comes next). 27 props, 18 photoreal surfaces, all original: geometry authored parametrically in tools/prop_author.py, textures generated on the MODELBEAST farm (flux_local, local GPU, no cloud spend).

The contract

props/ and textures/ ship together. GLBs are geometry-only (224KB) and reference ../textures/*.jpg by relative URI, so every prop shares one texture set and the browser caches each surface once. Move a GLB without the textures folder and it loads grey.

manifest.json is the catalog. Per prop:

field meaning
src props/<id>.glb — drop straight into a skatemakerpro props[] entry
grinds grindable edges in prop-local metres {a:[x,z], b:[x,z], ya, yb, kind} — rotate/translate with the prop, append to the park rails[]
element matching skatemakerpro terrain kind (quarter/bank/funbox/spine/ledge/mogul) with params — place alongside ramp props for real collision from the heightfield
collider simple blocker hint for furniture/trees (box/cylinder/none)
size world-space bounding box [x, y, z]

Sampler is MIRRORED_REPEAT — tileable-intent textures never show a hard seam. UVs are world-scale (metres per tile fixed per material), so texture density matches across every prop.

Catalog

  • obstacles (14): qp_24, qp_18, bank_12, kicker, funbox_ply, spine_ply, manual_pad, ledge_concrete, grindbox_ply, rail_flat_3m, rail_flat_6m, rail_kink, rail_rainbow, pipe_full (graffiti-bombed concrete full pipe)
  • furniture (7): bench_park, bench_concrete, picnic_table, bin_council, bollard_steel, railing_ped_2m, planter_box (with gum sapling)
  • vegetation (2): tree_fig (Moreton Bay, buttress roots), tree_gum (eucalypt)
  • dressing (4): kerb_3m (slappy central), wall_graffiti (wallride bait), shade_sail, mound_dirt

View it

python3 serve.py 8151        # then open http://localhost:8151

Dropdown per prop or the full grid; red lines = grind metadata (toggle). window.__view(id) / window.__ready() hooks for headless checks.

Regenerate

python3 tools/gen_textures.py            # MODELBEAST textures (idempotent; --force name to redo)
python3 tools/prop_author.py             # all GLBs + manifest.json

tools/propkit.py is the textured-GLB writer (UVs + external images — the character_kit writers' upgrade). fan(..., out=) auto-orients windings; lathe UVs wrap girth-first to match tube (bark ridges stay vertical).

Provenance

Everything here is original GODVERSE work. Textures: flux2-klein-4b on the farm, prompts in tools/gen_textures.py. No game assets, no trademarks, no scans.