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Ransom-s-wake/game/presentation/cockpit/assets/README.md
T
OlivierandClaude Opus 5.5 2f9b7c0894
Quality Gate / Quality Gate (pull_request) Successful in 9m4s
feat(cockpit): replace procedural cockpit with twelve scripted models
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>
2026-10-06 21:36:57 +02:00

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# 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/<model>_<texture>.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/`.