Quality Gate / Quality Gate (pull_request) Successful in 9m4s
Instance twelve Blender-scripted glTF models in the cockpit scene and rebuild the cabin around them: gauge panel, sonar, switch panel, alert box, speaker, porthole, hull wall, caged lamps, gas bottle, handrails and side consoles. Presentation only; no domain, application or world rule changes beyond enabling glow in the test environment. - Needles, alert lamps and sonar screen are driven by the existing snapshots; the alert box now carries SYS/ATTN/ALRM. - Depth dial reads percent of certified depth. - Sonar display restyled as a turquoise holographic relief with a shader grid and height scale; SubViewport matches the glass (960x604). - Cabin lighting retuned: warm pooled lamp light, cool porthole rim, lamp shadows, dial backlight. - Procedural stand-ins removed (bulkhead, tanks, consoles, levers, indicator columns, placeholder pipe run, dial face PNGs). - Tests adapted where nodes disappeared; one assertion removed (pipe_segment_count) until the pipe kit is placed. - Model .glb files are committed without LFS; textures Godot extracts next to them at import are ignored. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
55 lines
2.5 KiB
Markdown
55 lines
2.5 KiB
Markdown
# Cockpit asset provenance
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## Textures
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The texture below was generated specifically for Ransom's Wake on 3 October 2026
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with OpenAI's built-in image generation tool. No third-party image was used as
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an input or reference.
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### `naval_painted_steel_albedo.png`
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Prompt summary: seamless, orthographic PBR-style albedo of dark blue-green
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naval painted steel, with restrained salt-air oxidation, micro-scratches,
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paint chips and grime; neutral illumination; no borders, rivets, text or
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watermark.
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The source output was resized to 1024 × 1024 and stripped of metadata for
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runtime use. The original generated output remains in the local Codex image
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generation store and is not required by the game.
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The generated gauge faces (`analog_gauge_face_albedo.png` and the four
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`*_gauge_face_albedo_v2.png`) were removed on 6 October 2026: the dials are now
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printed on the gauge panel model below.
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## Models
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`models/gauge_panel.glb`, `models/sonar.glb`, `models/switch_panel.glb`,
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`models/alert_box.glb`, `models/speaker.glb`, `models/porthole.glb`,
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`models/hull_wall.glb`, `models/cage_lamp.glb`, `models/gas_bottle.glb`,
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`models/handrail_l.glb`, `models/handrail_r.glb` and `models/side_console.glb`
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were produced for Ransom's Wake
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by Blender scripts written for the project, from concept sheets generated for
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the project. No third-party mesh, texture or scan was used. Their textures
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(base colour, ORM, normal and, where relevant, emission) are embedded in the
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`.glb` files: 2048² for the gauge panel, sonar and switch panel, a 4096 × 1024
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strip for the four printed dials, 2048² for the porthole and hull wall, 1024²
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for the other props.
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Dial and label lettering is rendered into the textures with Arial and Impact,
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which are Windows system fonts. **Their licence must be checked before the game
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is distributed.**
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The Blender sources are not in this repository. A model is changed by editing
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its generating script and re-exporting, never by editing the import in Godot.
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The cockpit scene references the `.glb` files directly, so a replaced file
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updates the cockpit without touching the scene.
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With Godot's default import settings the embedded textures are extracted as
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`models/<model>_<texture>.png` next to each `.glb`. Those PNG files are import
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by-products, regenerated from the `.glb`, and are not sources.
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As of 6 October 2026 the `.glb` files are deliberately **not committed**
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(their textures are still being balanced, and the repository uses plain Git
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without LFS). Until they are, `cockpit_interior.tscn` only loads on a machine
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that has them in `models/`.
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