docs(assets): per-class production briefs + template + formal deferral register (T-1049)

The asset-brief template (scope/visual-reference/naming/gen-path/
acceptance, one page) and five real briefs — station walls, rural walls,
doors, floors, furniture/props — each citing its D-235 axis tokens and
palette.md register rows (or the D-257 toon default), conventions.md
naming/mask/footprint rules, and the image-gen -> glb-gen -> promotion
path with concrete acceptance counts. Doors carry the negative
no-state-frame-files constraint (runtime mechanism stays Phase 5);
furniture/props' first acceptance is promoting the three unpromoted
spike GLBs. deferred.md is the formal register for the T-1051 four
(lamp posts, barns, TVs, billboards) + cars/Q-067, with rationale and
revisit triggers — satisfying T-1051's own 'or record formal deferral'
deliverable. Child stories under T-961 are created lead-side at merge.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-25 23:00:51 +02:00
co-authored by Claude Fable 5
parent a223af66fb
commit 2bac820c77
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audio.md # Row template + detailed entry template for audio
sprite.md # LEGACY object-sprite row template (D-244 retired sprites; model/texture/artwork rows are inline in each visual/*.md file, T-1050)
video.md # Row template + detailed entry template for video
asset-brief.md # One-page per-class brief template (scope/visual reference/naming/gen path/acceptance) — T-1049
briefs/ # Per-asset-class briefs gating T-961's child stories (T-1049) + deferred.md formal deferral note
audio/
README.md # Audio pipeline index — categories, status summary
palette.md # Sonic palette, aesthetic guide, generation approach
@@ -62,3 +64,6 @@ docs/assets/
- Decision files: `decisions/` (D-038 audio scope, D-033 entity colors, D-019 camera angle)
- Art direction workshop: `docs/workshops/art-direction-mood-board/`
- Sprint briefings: `docs/sprints/sprint-N/{team}.md`
- Per-class asset briefs: [briefs/](briefs/) — station walls, rural walls, doors, floors,
furniture/props, each gating a T-961 child story (T-1049); [briefs/deferred.md](briefs/deferred.md)
records the formal deferral for lamp posts / TVs / billboards / barns (T-1051) + cars (Q-067).
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---
title: "Asset Brief — {Class Name}"
description: "{One-line: which manifest category and D-235 axis (if any) this class covers}"
type: design
status: active
ticket: "" # e.g. "T-NNN" (the child story this brief gates)
decision_refs: [] # e.g. [D-235, D-244, D-257]
author: "Araminta"
created: YYYY-MM-DD
updated: YYYY-MM-DD
---
# Asset Brief — {Class Name}
One page. Gates the story below — a story with no linked brief does not enter
`in_progress`. Cite standing conventions/palette rows; do not restate them.
---
## 1. Scope
{Which manifest category (`furniture` | `props`, or "N/A — building-exterior
texture, no manifest entry") and which D-235 ObjectTag axis (wall/roof/facade/
street), if any. State plainly what this class IS and is NOT — e.g. "station
walls, not rural walls" — so the story can't scope-creep into a sibling
brief's territory.}
## 2. Visual Reference
{Cite `palette.md` §3's register row(s) for the relevant D-235 token(s) —
hue range, grain, weathering baseline — by tag name, no restating the table.
For classes with no D-235 token, cite `palette.md` §2 (toon default) or the
D-257 glazing carve-out if the class includes glass/polished metal. Note any
mood/reference touchstone specific to this class if palette.md doesn't
already cover it.}
## 3. Naming
{Cite `conventions.md` §1 (`<category>_<descriptor>.glb` model naming), §2
(mask sidecar, single-channel vs RGBA multi-region) if tintable, §4
(`footprint_tiles` manifest field) if multi-tile. Give 1-2 concrete example
filenames for this class. Note any class-specific naming wrinkle (e.g. door
state handling — §5's negative constraint) rather than inventing new rules.}
## 4. Generation Path
{The standing path: `/image-gen` concept → `/glb-gen` (Trellis) → Blender
postprocess → promotion into `client/assets/models/{furniture,props}/` +
`manifest.json` entry. Note class-specific concept-prompt guidance only if
it differs from the standard `/image-gen` style-guide block (toon-shaded,
near-white base, plain dark background, 3/4 front view). Note whether this
class instead runs the `textures.md` (PBR standalone) or `artwork.md` (flat
2D) pipeline if it's not a `.glb` model.}
## 5. Acceptance
{N starter assets entering `models.md` (or `textures.md`/`artwork.md`) and
`manifest.json` at `planned` status. List them by name if known, or state
the count + selection principle (e.g. "the generic fallback parent + 2
specific tokens"). Note the Q-119 milestone-0 caveat if relevant: generic
parents are milestone-0 IF Q-119 resolves yes — do not resolve Q-119 here.}
---
## Cross-References
- `docs/assets/visual/conventions.md` — naming/mask/footprint rules
- `docs/assets/visual/palette.md` — D-235 color/material register, toon/PBR treatment
- `docs/assets/visual/models.md` (or `textures.md`/`artwork.md`) — the catalog this brief feeds
- `client/assets/models/manifest.json` — the machine-readable registry
- `.claude/skills/glb-gen/SKILL.md`, `.claude/skills/image-gen/SKILL.md` — production pipeline
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---
title: "Deferred Asset Classes"
description: "Formal deferral note — lamp posts, barns, TVs, billboards (T-1051), and cars (Q-067) — not briefed this batch"
type: design
status: active
ticket: "T-1051"
decision_refs: [D-166, D-235]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Deferred Asset Classes
This is the formal deferral record for five asset classes named in the T-750
epic description that do **not** get a one-page brief this batch: **lamp
posts, TVs, billboards, barns** (T-1051's four classes) and **cars**
(Q-067). This note is what lets T-1051 close as delivered-by-deferral (its
own acceptance criterion — "author briefs, **or record formal deferral**" —
is satisfied by this file) and records the rationale so a future re-scope
pass doesn't have to re-derive it.
---
## The four T-1051 classes: lamp posts, TVs, billboards, barns
**Rationale.** Phase 4's cascade deliverable is "deterministic walkable-world
data + per-layer Atlas maps + asset catalog" (`CLAUDE.md` cascade table).
Outside-in generation (D-166) needs building **exterior templates** — the
D-235 wall/roof/facade/street axes — to make districts/blocks walkable and
Atlas-legible. None of these four classes are a wall/roof/facade/street axis
token:
- **Lamp posts** (street furniture) and **TVs/billboards** (signage/screens)
are set-dressing objects that populate an *already-walkable* exterior or
interior — they read as Phase 6 "detail coloring / room-level population"
(cascade table), or at best late-Phase-4 polish once exteriors exist to
place them against.
- **Barns** are a rural *building type*, not a material/form/rhythm/surface
axis token — D-235's vocabulary describes what a wall/roof/facade/street
looks like, not what kind of building a set of walls forms. A barn's walls
and roof would draw from the same `rural-walls.md` brief's tags
(`timber_wall`, `rammed_earth_wall`) plus a roof tag; there is no separate
"barn" asset class to brief independent of that.
**No partial work is lost by deferring.** T-1049's own 2026-06-12 audit
matrix confirms zero repo hits for any of the four beyond the T-750 epic
description text — no ticket, no brief, no produced asset, no style-guide
mention. There is nothing to protect or unwind by waiting.
**Disposition.** Formal deferral, not a story. No brief is authored for any
of the four this batch.
## Cars (Q-067)
**Rationale, same shape, one added layer.** Cars are also set-dressing/
transport infrastructure that presupposes walkable exteriors — same Phase-4-
vs-later argument as the four above. Cars additionally carry a genuinely
**open design question**: Q-067 ("Vehicle physics for in-world transport")
has not decided whether the game needs driveable vehicles, NPC-only traffic,
or neither, nor whether vehicle movement is client-side physics or
server-authoritative. A car asset brief would have to assume an answer to a
question that is explicitly still open — Q-067's own audit note (2026-06-12,
S-47) already flagged this: "Scope for v0.2: probably not" (and v0.2 is
dropped per `CLAUDE.md`), recommending the phase question be answered before
any car brief is written.
**Distinction from the T-1051 four, in degree not kind.** The four above need
no open question resolved — their deferral is a pure scope/sequencing call
(exteriors first). Cars need Q-067 resolved *in addition to* that same
sequencing call. Only vehicle artifact today: `spikes/3dpipeline/models/
props/vw_beetle.glb` (a spike binary, untracked per D-241 — not production
prior art).
**Disposition.** Formal deferral. Blocked on Q-067 resolution in addition to
Phase-4 exterior-generation completion.
---
## Revisit trigger
**Revisit all five classes when Phase-4 exterior generation is complete**
i.e. when the tile/chunk/block cascade is producing walkable districts/
blocks with building exteriors drawn from the D-235 axes (the point at which
set-dressing has something real to populate). For cars specifically, revisit
is additionally gated on **Q-067 resolving** to a driveable-vehicles-in-scope
answer; if Q-067 resolves "no vehicles" or "NPC-traffic-only, no player
asset," the car brief may never be needed in the form this note anticipates.
## Precedent
This deferral treatment mirrors the **Q-067 precedent already established**
in T-1049's refinement history: file a scope note now, do not write a brief
against an undecided mechanic or an unwalkable world, and let the phase
cascade (D-166) — not a milestone label — be the thing that reopens the
question when its gating condition is met.
---
## Cross-References
- T-1051 — the ticket this note satisfies ("author briefs, or record formal deferral")
- T-1049 — parent refinement ticket; "Lead ratification" note ratifies this deferral disposition
- Q-067 — open question, vehicle physics/mechanic scope
- D-166 — outside-in generation cascade (geo → economic/exterior → building templates → door contracts → Phase-6 interiors)
- D-235 — building-exterior visual grammar (wall/roof/facade/street axes; barns/lamp-posts/TVs/billboards are not axis tokens)
- `docs/assets/briefs/rural-walls.md` — barns' actual wall/roof material draws from this brief's tags, when barns are eventually built
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---
title: "Asset Brief — Doors"
description: "Door models — no D-235 ObjectTag axis; logical DoorSpec exists, runtime open/closed mechanism deferred to Phase 5"
type: design
status: active
ticket: ""
decision_refs: [D-231, D-244, D-257]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Asset Brief — Doors
One page. Gates its child story — the story does not enter `in_progress`
without this brief attached.
---
## 1. Scope
Door **models** (`furniture` or `props` manifest category — a door is a
fitted architectural object, closer to `props`; the manifest's `category`
field is authoritative regardless of subdirectory per `conventions.md` §1).
Doors have **no D-235 ObjectTag axis** — wall/roof/facade/street are building-
exterior surface tags; a door is a discrete object that sits in a wall
opening. What DOES exist already: the **logical** `DoorSpec`/
`InteriorDescriptor` model (T-979/T-998, D-231) — door count derivation
(Main/Service/Emergency/Hidden) and initial-state derivation (`Open`/
`Closed`/`TemporalWindow`/`Locked`/`Sealed`) — but that work is server-side
struct definition only, not visual. This brief covers the **visual asset**
only; it does not touch T-979/T-998's derivation logic.
## 2. Visual Reference
No D-235 token to cite — doors take `palette.md` §2's toon default (same
shader family as characters/furniture: `toon.gdshader` or `toon_masked
.gdshader`, `roughness=1.0`/`specular=0.0`). A door with a glazed panel
(e.g. a station door with a window) falls under the §2.1 glazing carve-out
if the pane is gameplay-load-bearing for sightlines — treat that panel as a
separate material slot at minimal-PBR, the rest of the door stays flat toon.
No dedicated door row exists in palette.md §3's material register (that
table only covers wall/roof/facade/street) — if a door's finish should match
its host building's wall material (e.g. a timber door on a `timber_wall`
building), that is a future content-authoring choice, not something this
brief specifies.
## 3. Naming
`<category>_<descriptor>.glb` per `conventions.md` §1 — e.g. `door_sliding
.glb`, `door_hinged.glb`. **Negative constraint, binding (`conventions.md`
§5): do NOT author state-frame suffix files** (`door_open.glb`/
`door_closed.glb`). One door `.glb` per descriptor; the `DoorSpec` states
(`Open`/`Closed`/`TemporalWindow`/`Locked`/`Sealed`) are a **runtime
transform/animation** on that single model — the actual mechanism
(`AnimationPlayer` swing, procedural hinge rotation, or a named "open" bone
convention) is explicitly a **Phase-5 rendering decision**, out of scope for
this Phase-4 asset brief and for the story it gates. Mask sidecar
(`<model>_mask.png`) only if a tintable variant is wanted; footprint is
single-tile (`[1, 1]`, omit the field) — a door does not span multiple sim
tiles.
## 4. Generation Path
Standard path: `/image-gen` (toon-shaded concept, 3/4 front view, closed-door
pose since there is no baked open state) → `/glb-gen` (Trellis) → Blender
postprocess → promotion into `client/assets/models/props/` + `manifest.json`
entry. No texture-only alternative here — a door is inherently a discrete
mesh, not a tileable surface.
## 5. Acceptance
2 starter assets enter `models.md` + `manifest.json` at `planned`: (1)
`door_hinged` — the generic single-leaf door, the closest thing this class
has to a D-235-style fallback default even though no `generic_door` tag is
formally ratified (Q-119's text lists "generic door/floor/furniture parents"
as a candidate milestone-0 set alongside the ratified `generic_wall/roof/
facade/street`**milestone-0 IF Q-119 resolves yes**, not resolved here);
(2) `door_sliding` — matches the `workshop-outcomes.md` §3.3 `door_sliding`
prior-art mention and a plausible station-context default. Both ship as one
model each, no state-frame variants, per §3's negative constraint.
---
## Cross-References
- `docs/assets/visual/conventions.md` §1, §2, §5 — model naming, mask sidecar, door-state negative constraint
- `docs/assets/visual/palette.md` §2 — toon default, glazing carve-out if applicable
- `docs/assets/visual/models.md` — target catalog
- `client/assets/models/manifest.json`
- T-979/T-998 (D-231) — the logical `DoorSpec`/`InteriorDescriptor` this brief's visual asset will eventually attach to (Phase 5, not this brief's scope)
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---
title: "Asset Brief — Floors"
description: "Floor surface textures — D-228 FloorMaterial axis, no D-235 ObjectTag (interior/ground-surface, not building-exterior)"
type: design
status: active
ticket: ""
decision_refs: [D-228, D-244, D-257]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Asset Brief — Floors
One page. Gates its child story — the story does not enter `in_progress`
without this brief attached.
---
## 1. Scope
Floor **surface textures** — the D-228 `FloorMaterial` axis (built surface
over ground: `None`/`Concrete`/`Pavement`/`Carpet`/`Metal`/… — an open,
extensible vocabulary owned by the tile-fill layer, not D-235). This is a
**different axis than D-235's `StreetSurface`** (outdoor paved/cobble/
packed-earth streets) — floors are the interior/indoor-adjacent ground
surface a character walks on inside a building footprint. No prior art
beyond `placeholder-art-spec-v01.md` §2.1's 4 sprite-era floor placeholders
and `workshop-outcomes.md` §3.3's mention (both pre-cascade, superseded
production model per D-244). Out of scope: street surfaces (D-235 axis,
folded into whichever wall/facade brief's district ends up owning street
dressing — not this brief), doors, furniture footprints.
## 2. Visual Reference
No D-235 register row exists for `FloorMaterial` (palette.md §3 only covers
wall/roof/facade/street) — floors take `palette.md` §2's toon default
(flat-lit, `roughness=1.0`/`specular=0.0`) with **one exception mirroring the
§2.1 glazing carve-out logic**: a `Metal` floor with a genuinely
polished/mirror finish (rare, e.g. a showroom) would need the same
minimal-PBR treatment for the same functional reason (a flat-toon mirror
floor misleads the player about reflections the way flat-toon glass misleads
about sightlines) — this is a narrow, judgment-call extension of an existing
carve-out, not a new rule; most `Metal` floors (deck plating, catwalk) stay
flat toon. `Concrete`/`Pavement` should read consistently with `palette.md`
§3.1's `concrete_wall` warm-neutral-grey register even though there is no
formal floor row — reuse that hue family for visual coherence between wall
and floor in the same room, rather than picking an unrelated grey.
## 3. Naming
Texture: `<object_tag>_<map_type>.png` shape from `conventions.md` §3,
substituting the `FloorMaterial` value for the object_tag slot since floors
aren't D-235-vocabulary-keyed — e.g. `concrete_floor_basecolor.png`,
`carpet_floor_basecolor.png`, `metal_floor_normal.png`. No standalone floor
*model* — floors are always a tileable surface, texture-only, no Trellis
step. No mask sidecar (material register drives color, not tint); no
`footprint_tiles` (a floor texture tiles across the tile grid, it doesn't
have a discrete multi-tile footprint the way a piece of furniture does).
## 4. Generation Path
Texture-only path: `/image-gen` produces a flat, tileable concept at the
target hue/grain (no 3/4-view object framing — a floor concept should be a
top-down or straight-on flat material swatch) → lands directly in
`textures.md`, no `/glb-gen`/Trellis step (there is no mesh to convert).
Concept prompts should explicitly request a **seamlessly tileable** surface
pattern — the standard `/image-gen` style block doesn't cover tiling by
default and needs an explicit add-on instruction for this class.
## 5. Acceptance
3 starter assets enter `textures.md` at `planned`: (1) `concrete_floor`
the most common interior default, reusing the `concrete_wall` warm-grey hue
family per §2; (2) `pavement_floor`; (3) `carpet_floor` — the class's first
non-hard-surface test case (different grain/weathering behavior than the
masonry-derived floors). No generic-fallback-parent entry applies here — the
Q-119 generic-parent question is scoped to the ratified D-235 axes plus "door/
floor/furniture parents" it names as a candidate extension; if that
extension is adopted (Q-119 resolves yes), a `generic_floor` placeholder
becomes milestone-0 for this class too, but that decision is not made here.
---
## Cross-References
- `docs/assets/visual/conventions.md` §3 — texture naming shape (adapted for non-ObjectTag axis)
- `docs/assets/visual/palette.md` §2, §3.1 — toon default + glazing-carve-out logic, wall hue-family reuse
- `docs/assets/visual/textures.md` — target catalog
- D-228 — `FloorMaterial` axis definition (override-stack: wild → economic → user mutator)
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---
title: "Asset Brief — Furniture / Props"
description: "Interior furniture and small props — manifest categories furniture|props, spike prior art exists unpromoted"
type: design
status: active
ticket: ""
decision_refs: [D-241, D-244, D-257]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Asset Brief — Furniture / Props
One page. Gates its child story — the story does not enter `in_progress`
without this brief attached.
---
## 1. Scope
Freestanding interior objects — the manifest's two categories, `furniture`
(tables, chairs, storage — occupies a footprint, usually multi-tile) and
`props` (smaller/decorative objects — usually single-tile). No D-235
ObjectTag axis applies (that vocabulary is building-exterior only); this
class is closest in spirit to D-235's incremental-content *mechanism*
(specific-to-generic fallback) without the ratified vocabulary itself — an
open question this brief does not resolve (see §5, T-995's ObjectTag
extension). **Real prior art exists and is unpromoted**: 3 GLBs at
`spikes/3dpipeline/models/furniture/` — this brief's first job is promoting
that spike output through the now-real production path (`client/assets/
models/`, `manifest.json`), not generating from zero. Out of scope: walls,
doors, floors (separate briefs); vehicles (Q-067, deferred); the four
`deferred.md` classes (lamp posts, TVs, billboards, barns — those are
furniture-*tier* objects but are formally deferred by name, not folded into
this brief).
## 2. Visual Reference
`palette.md` §2 — furniture and props are explicitly named as sharing the
character toon treatment (`toon.gdshader`/`toon_masked.gdshader`,
`roughness=1.0`/`specular=0.0` default from `postprocess_glb.py::
setup_materials()`), **with the standing glazing/polished-metal carve-out**
(§2.1) applying to any prop that is deliberately glass or mirror-finish
(a display case, a chrome fixture) — minimal-PBR (`roughness` 0.050.2,
controlled specular), same rule as building glazing, not a new one. §4's
"functional warmth" mood target and the object-tier saturation ceiling
(entity > object > structure, §4 table) both apply directly: furniture/prop
colors stay moderate saturation, below entity color but the class is allowed
more personality than the structural material register (the
`shuttered_facade` accent-color precedent is the closest analogue — object-
tier is where a saturation bump is permitted, unlike wall/roof/street).
## 3. Naming
`<category>_<descriptor>.glb` per `conventions.md` §1 — the spike's existing
files (`baroque_table.glb`, `modernist_chair.glb`) are **descriptor-first**
and must be **renamed to category-first** (`table_baroque.glb`,
`chair_modernist.glb`) at promotion time; `conventions.md` §1 explicitly
rules the spike naming "pre-convention scratch work, not a precedent to
preserve." Mask sidecar: `<model>_mask.png`, single-channel, per §2 — the
existing Trellis convention, just reordered. `footprint_tiles` in the
manifest for any furniture with a real multi-tile footprint (a table spanning
`[2, 1]`); most `props`-category items omit the field or set `[1, 1]`.
## 4. Generation Path
Two paths, depending on whether the spike asset is being promoted or a new
one generated: (a) **Promotion path** for the 3 existing spike GLBs — rename
per §3, run through Blender postprocess if not already toon-compatible,
place in `client/assets/models/furniture/` (or `props/` per actual category),
register in `manifest.json`. This IS the promotion act (D-241) — nothing
stays "promoted" in `spikes/`. (b) **New-asset path**, standard:
`/image-gen` concept → `/glb-gen` (Trellis) → Blender postprocess →
`client/assets/models/{furniture,props}/` + `manifest.json`. Both paths
converge on the same manifest registration step.
## 5. Acceptance
3 starter assets enter `models.md` + `manifest.json` at `planned`: the 3
existing spike GLBs (`spikes/3dpipeline/models/furniture/`), promoted and
renamed per §3 — this satisfies acceptance without generating anything new,
since the prior art already exists and simply hasn't crossed the promotion
boundary. Note for the story: whether a `generic_furniture`/`generic_prop`
placeholder parent becomes a formal fallback-chain member (mirroring D-235's
wall/roof/facade/street pattern) is exactly Q-119's open question ("generic
door/floor/furniture parents") — **milestone-0 IF Q-119 resolves yes**, not
resolved by this brief.
---
## Cross-References
- `docs/assets/visual/conventions.md` §1, §2, §4 — category-first naming ruling, mask sidecar, footprint metadata
- `docs/assets/visual/palette.md` §2, §4 — toon/PBR treatment, saturation-ceiling hierarchy
- `docs/assets/visual/models.md` — target catalog
- `client/assets/models/manifest.json`
- `spikes/3dpipeline/models/furniture/` — existing unpromoted prior art (3 GLBs)
- D-241 — spike binaries local-only; promotion = repo-canonical
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---
title: "Asset Brief — Rural Walls"
description: "Building-exterior wall models/textures for rural/vernacular settlement types — D-235 wall axis"
type: design
status: active
ticket: ""
decision_refs: [D-235, D-244, D-257]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Asset Brief — Rural Walls
One page. Gates its child story — the story does not enter `in_progress`
without this brief attached.
---
## 1. Scope
Building-exterior **wall** surfaces for rural/vernacular/frontier settlement
types — the D-235 `WallMaterial` axis tags a rural-type template's `allow`
filter selects (`stone_wall`, `timber_wall`, `rammed_earth_wall`,
`stucco_wall`, `brick_wall` — the "vernacular/agrarian" register). No prior
art exists for this class beyond the T-961 epic text mention (2026-06-12
audit matrix) — unlike `station-walls.md`'s sibling, this is a clean-slate
brief. Out of scope: station/urban walls (`concrete_wall`, `steel_frame`,
`glass_curtain_wall`, `composite_panel` — sibling brief), barns (a rural
building *type*, not a wall-axis token — deferred, see `deferred.md`), doors,
floors.
## 2. Visual Reference
`palette.md` §3.1 rows for `stone_wall`, `timber_wall`, `rammed_earth_wall`,
`stucco_wall`, `brick_wall` — every one of these tags is explicitly warm-hued
(warm grey-tan, warm mid-brown, ochre-to-umber banding, warm off-white sand,
warm terracotta-to-ochre) and the table is explicit that `stone_wall` is
D-235's flagship "gets it wrong if literal" case — **never render it cool
grey**. This is the register where the "functional warmth" mood target
(`palette.md` §4) reads most directly — rural walls are the class most likely
to be mistaken for a generic cool-grey default if a generation pass isn't
told otherwise. `generic_wall` (§3.5) is the shared fallback terminal with
`station-walls.md` — one placeholder texture serves both siblings until
specific tags ship.
## 3. Naming
Texture: `<object_tag>_<map_type>.png` per `conventions.md` §3 — e.g.
`stone_wall_basecolor.png`, `stone_wall_normal.png`, `timber_wall_basecolor.png`,
`rammed_earth_wall_basecolor.png`. If a standalone wall-segment model is
produced (rural walls are more likely to need a discrete model than station
walls, given rammed-earth's strong horizontal banding reads better as
geometry+texture than texture-only), it follows §1's `<category>_<descriptor>
.glb` (e.g. `wall_structural_timber.glb`) with the same `props`-category
placement as its station sibling. No tint mask — material register (not
player-favorite color) drives these hues.
## 4. Generation Path
Standard path: `/image-gen``/glb-gen` (Trellis) → Blender postprocess →
`client/assets/models/props/` + `manifest.json`, OR the texture-only path
(`/image-gen` concept, no Trellis step) landing in `textures.md` — same
choice as `station-walls.md` §4, decided per-tag based on whether the
material's character (rammed-earth banding, stone coursing) needs real
geometry or reads fine as a flat PBR map. Concept prompts for this class
should explicitly state the target hue family from §2 (warm, not cool-grey)
since Gemini's default "concrete/stone" association skews cool without that
steer.
## 5. Acceptance
3 starter assets enter `models.md`/`textures.md` + `manifest.json` at
`planned`: (1) `stone_wall` texture — the flagship warm-hue worked example,
highest risk of a cool-grey miss without explicit review; (2) `timber_wall`
texture; (3) `rammed_earth_wall` texture (the banding signature makes it a
good early test of whether the texture-only path is sufficient or a modeled
relief is needed). `generic_wall` is shared with `station-walls.md` — do not
duplicate it in this class's count; **milestone-0 IF Q-119 resolves yes**
(not resolved here).
---
## Cross-References
- `docs/assets/visual/conventions.md` §1, §3 — model naming, D-235-keyed texture naming
- `docs/assets/visual/palette.md` §3.1, §4 — wall material register, "functional warmth" mood target
- `docs/assets/visual/models.md`, `docs/assets/visual/textures.md` — target catalogs
- `client/assets/models/manifest.json`
- `docs/assets/briefs/station-walls.md` — sibling brief, shares `generic_wall` fallback
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---
title: "Asset Brief — Station Walls"
description: "Building-exterior wall models/textures for station (urban/industrial) settlements — D-235 wall axis"
type: design
status: active
ticket: ""
decision_refs: [D-235, D-244, D-257]
author: "Araminta"
created: 2026-07-25
updated: 2026-07-25
---
# Asset Brief — Station Walls
One page. Gates its child story — the story does not enter `in_progress`
without this brief attached.
---
## 1. Scope
Building-exterior **wall** surfaces for station/urban/industrial settlement
types — the D-235 `WallMaterial` axis, specifically the tags a station-type
template's `allow` filter selects (`concrete_wall`, `steel_frame`,
`glass_curtain_wall`, `composite_panel` — the "built infrastructure" register,
not the rural/vernacular tags owned by the sibling `rural-walls.md` brief).
This is **prior-art territory**: `wall_structural.tscn`
(`renderer/models/wall_structural.tscn`) already exists as an unrendered GLB,
plus rendered PNG samples at `docs/workshops/art-direction-mood-board/
pipeline-samples/wall_structural_south_{64,256,1024}.png` and the promoted
sprite set at `client/assets/sprites/wall_structural_{north,south,east,west}
_64.png` — all pre-D-244, sprite-era output. This brief's job is to re-run
that same wall through the current 3D-model pipeline (D-244), not sprite
renders, and register it as the class's first manifest entry. Out of scope:
rural walls (timber/stone/rammed-earth vernacular), doors, floors — separate
briefs.
## 2. Visual Reference
`palette.md` §3.1 rows for `concrete_wall`, `steel_frame`,
`glass_curtain_wall`, `composite_panel` — warm-leaning neutral greys (never
cool-grey), fine aggregate speckle / riveted-joint / seam-grid textures per
tag, D-217 weathering ladder per row. `glass_curtain_wall` is the §2.1
minimal-PBR carve-out (roughness 0.050.2, controlled specular) — every other
tag in this set stays flat toon (`roughness=1.0`/`specular=0.0`,
`postprocess_glb.py::setup_materials()` default). `generic_wall` (§3.5) is the
flat neutral-grey, no-grain fallback terminal for whichever specific tag
hasn't shipped yet.
## 3. Naming
Model: `<category>_<descriptor>.glb` — this class is a building-exterior
surface, so it more commonly ships as a **texture**, not a standalone prop:
`concrete_wall_basecolor.png` / `_normal.png` / `_roughness.png`
(`conventions.md` §3), plus `generic_wall_basecolor.png` as the fallback
placeholder. If a standalone wall-segment **model** is also produced (as
`wall_structural` already is, pending re-promotion), it follows §1's
`<category>_<descriptor>.glb` (e.g. `wall_structural_concrete.glb`) with a
`<model>_mask.png` sidecar only if a tintable variant is needed (most station
walls are not tinted — material register drives color, not player-favorite
tint). No `footprint_tiles` metadata applies to a wall texture; a wall
*segment model*, if produced, is single-tile.
## 4. Generation Path
Standard path: `/image-gen` (toon-shaded concept, 3/4 front view, near-white
base) → `/glb-gen` (Trellis) → Blender postprocess → promotion into
`client/assets/models/props/` (a wall segment is a `props`-category model
per `conventions.md` §1's category-is-manifest-authoritative rule) +
`manifest.json` entry. If shipping as a standalone **texture** instead
(the more likely first deliverable, since walls are usually a tiled surface
not a discrete mesh), the target file is `textures.md`, not `models.md`
author a flat concept via `/image-gen` at the material's hue/grain per §2,
no Trellis step needed for a pure 2D PBR map.
## 5. Acceptance
3 starter assets enter `models.md`/`textures.md` + `manifest.json` (as
applicable) at `planned`: (1) `generic_wall` fallback placeholder texture —
flat neutral grey, no grain, per palette.md §3.5 — **milestone-0 IF Q-119
resolves yes** (not resolved here); (2) `concrete_wall` texture, the most
common station tag; (3) re-promotion of the existing `wall_structural` model
through the current (non-sprite) pipeline, closing out the only piece of
partial prior art this class has. Status flips to `in-progress`/`final` as
each is actually produced.
---
## Cross-References
- `docs/assets/visual/conventions.md` §1, §3 — model naming, D-235-keyed texture naming
- `docs/assets/visual/palette.md` §2, §3.1 — toon/PBR treatment, wall material register
- `docs/assets/visual/models.md`, `docs/assets/visual/textures.md` — target catalogs
- `client/assets/models/manifest.json`
- `renderer/models/wall_structural.tscn` — existing unrendered prior art (this class)
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Naming, mask-sidecar, D-235-keyed texture, and multi-tile footprint
conventions: [conventions.md](conventions.md).
## Per-Class Briefs
Each asset class entering production is gated on a one-page brief —
[../briefs/](../briefs/) — covering scope, visual reference, naming,
generation path, and acceptance (template: [../_templates/asset-brief.md](../_templates/asset-brief.md)).
Briefed this batch (T-1049): [station walls](../briefs/station-walls.md),
[rural walls](../briefs/rural-walls.md), [doors](../briefs/doors.md),
[floors](../briefs/floors.md), [furniture/props](../briefs/furniture-props.md).
Formally deferred (not briefed): lamp posts, TVs, billboards, barns, cars —
see [../briefs/deferred.md](../briefs/deferred.md).
## Palette
See [palette.md](palette.md) for art direction: camera (D-148 gameplay / D-019