John's editor taxonomy: kink/A-frame/donkey/down/square rails, pole jam, hubba, low/table boxes, inclined manny, pyramid, euro gap, vert quarter, wallride wall, volcano, roller, jersey barrier, parking block, hydrant, pool coping, chain fence, floodlight, bleachers, drain grate. propkit: alpha + emissive materials; lathe winding fixed (was inside-out). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
70 lines
3.2 KiB
Markdown
70 lines
3.2 KiB
Markdown
# park_kit — GODVERSE park object library
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Reusable, textured, license-clean park objects for **bookquoy** and **skatemakerpro**
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(and whatever comes next). 52 props, 20 photoreal surfaces, all original: geometry
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authored parametrically in `tools/prop_author.py`, textures generated on the
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MODELBEAST farm (flux_local, local GPU, no cloud spend).
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## The contract
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**`props/` and `textures/` ship together.** GLBs are geometry-only (2–24KB) and
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reference `../textures/*.jpg` by relative URI, so every prop shares one texture set
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and the browser caches each surface once. Move a GLB without the textures folder
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and it loads grey.
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`manifest.json` is the catalog. Per prop:
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| field | meaning |
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|---|---|
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| `src` | `props/<id>.glb` — drop straight into a skatemakerpro `props[]` entry |
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| `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[]` |
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| `element` | matching skatemakerpro terrain kind (`quarter`/`bank`/`funbox`/`spine`/`ledge`/`mogul`) with params — place alongside ramp props for real collision from the heightfield |
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| `collider` | simple blocker hint for furniture/trees (`box`/`cylinder`/`none`) |
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| `size` | world-space bounding box `[x, y, z]` |
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Sampler is MIRRORED_REPEAT — tileable-intent textures never show a hard seam.
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UVs are world-scale (metres per tile fixed per material), so texture density
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matches across every prop.
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## Catalog
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- **transition:** qp_24, qp_18, qp_vert (8ft), wallride_qp (to-vertical, concrete),
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spine_ply, bank_12, kicker, launch_high, euro_gap, pyramid, funbox_ply,
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volcano, roller, pipe_full (graffiti-bombed concrete full pipe), mound_dirt
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- **rails:** rail_flat_3m, rail_flat_6m, square_flatbar, rail_down, rail_kink,
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rail_kink2 (double), rail_aframe, rail_donkey (kinks up), rail_rainbow,
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pole_jam (35°)
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- **ledges/boxes:** ledge_concrete, grindbox_ply, box_low (10in),
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box_table (24in), manual_pad, manny_incline, hubba_down (flat-to-down)
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- **street furniture:** bench_park, bench_concrete, picnic_table, bin_council,
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bollard_steel, railing_ped_2m, planter_box, jersey_barrier, parking_block,
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hydrant, pool_edge (bullnose coping + tile band), bleachers_3
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- **vegetation:** tree_fig (Moreton Bay, buttress roots), tree_gum (eucalypt)
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- **infrastructure/dressing:** kerb_3m (slappy central), wall_graffiti
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(wallride bait), shade_sail, fence_chain_3m, floodlight, drain_grate
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## View it
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```bash
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python3 serve.py 8151 # then open http://localhost:8151
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```
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Dropdown per prop or the full grid; red lines = grind metadata (toggle).
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`window.__view(id)` / `window.__ready()` hooks for headless checks.
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## Regenerate
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```bash
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python3 tools/gen_textures.py # MODELBEAST textures (idempotent; --force name to redo)
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python3 tools/prop_author.py # all GLBs + manifest.json
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```
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`tools/propkit.py` is the textured-GLB writer (UVs + external images — the
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character_kit writers' upgrade). `fan(..., out=)` auto-orients windings; lathe
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UVs wrap girth-first to match tube (bark ridges stay vertical).
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## Provenance
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Everything here is original GODVERSE work. Textures: flux2-klein-4b on the farm,
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prompts in `tools/gen_textures.py`. No game assets, no trademarks, no scans.
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