# Cockpit asset provenance ## Textures The texture below was generated specifically for Ransom's Wake on 3 October 2026 with OpenAI's built-in image generation tool. No third-party image was used as an input or reference. ### `naval_painted_steel_albedo.png` Prompt summary: seamless, orthographic PBR-style albedo of dark blue-green naval painted steel, with restrained salt-air oxidation, micro-scratches, paint chips and grime; neutral illumination; no borders, rivets, text or watermark. The source output was resized to 1024 × 1024 and stripped of metadata for runtime use. The original generated output remains in the local Codex image generation store and is not required by the game. The generated gauge faces (`analog_gauge_face_albedo.png` and the four `*_gauge_face_albedo_v2.png`) were removed on 6 October 2026: the dials are now printed on the gauge panel model below. ## Models `models/gauge_panel.glb`, `models/sonar.glb`, `models/switch_panel.glb`, `models/alert_box.glb`, `models/speaker.glb`, `models/porthole.glb`, `models/hull_wall.glb`, `models/cage_lamp.glb`, `models/gas_bottle.glb`, `models/handrail_l.glb`, `models/handrail_r.glb` and `models/side_console.glb` were produced for Ransom's Wake by Blender scripts written for the project, from concept sheets generated for the project. No third-party mesh, texture or scan was used. Their textures (base colour, ORM, normal and, where relevant, emission) are embedded in the `.glb` files: 2048² for the gauge panel, sonar and switch panel, a 4096 × 1024 strip for the four printed dials, 2048² for the porthole and hull wall, 1024² for the other props. Dial and label lettering is rendered into the textures with Arial and Impact, which are Windows system fonts. **Their licence must be checked before the game is distributed.** The Blender sources are not in this repository. A model is changed by editing its generating script and re-exporting, never by editing the import in Godot. The cockpit scene references the `.glb` files directly, so a replaced file updates the cockpit without touching the scene. With Godot's default import settings the embedded textures are extracted as `models/_.png` next to each `.glb`. Those PNG files are import by-products, regenerated from the `.glb`, and are not sources. As of 6 October 2026 the `.glb` files are deliberately **not committed** (their textures are still being balanced, and the repository uses plain Git without LFS). Until they are, `cockpit_interior.tscn` only loads on a machine that has them in `models/`.