data(assets): promote the four spike GLBs — first production environment assets (T-1204)

table_baroque, chair_modernist, desk_scifi (furniture, with mask
sidecars) and lion_statue (props, non-tintable) enter
client/assets/models/ under the category-first convention, byte-
identical to the spike sources (MD5-verified; spikes/ untouched,
vw_beetle excluded per the Q-067 deferral). Postprocess verified
already-applied by Blender node-graph inspection (mat_primary,
roughness=1.0/specular=0.0 shader inputs — the convenience properties
read stale defaults, the graph is authoritative), so not re-run. All
four registered in manifest.json at 'planned' with footprint_tiles
[1,1] (a flagged judgment call — normalized spike geometry erases
real-world scale; the brief ruling goes to araminta in review).
In-engine proof: clean headless import + ResourceLoader load +
instantiate for all four. Discovery documented in conventions.md §2 +
glb-gen SKILL.md: Godot externalizes the GLB's embedded texture as a
<model>_Image_0.png sidecar referenced by binary UID — it must be
committed or loading breaks with an undiscoverable dependency error.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-26 12:55:28 +02:00
co-authored by Claude Fable 5
parent 74e95148ae
commit 2f87c1a65f
16 changed files with 89 additions and 10 deletions
+12
View File
@@ -104,6 +104,18 @@ Promotion = repo-canonical (D-241): an asset entering the manifest AND
in `spikes/`. Naming, mask-sidecar, and texture conventions are in
`docs/assets/visual/conventions.md`.
**Promotion commits three files per tintable model, two for non-tintable.**
Copying the `.glb` (+ `_mask.png`, if the asset is tintable) into
`client/assets/models/{furniture,props}/` is not the last step — run a
headless import (`godot4 --headless --path client --import`) after copying,
which generates a third required file, `<model>_Image_0.png`, next to the
`.glb`. Godot's scene importer externalizes the GLB's embedded texture to
this loose file and the compiled scene references it by UID even with
`gltf/embedded_image_handling=3` set (confirmed Godot 4.6, T-1204). It must be
committed with the rest — see `conventions.md` §2 for the full failure mode
(deleting it breaks `ResourceLoader` loading with a binary UID dependency
error that no text search of the compiled `.scn` will surface).
## Post-process in Blender
Normalize scale, center, generate recolor mask, adjust materials: