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>
4.4 KiB
title, description, type, status, ticket, decision_refs, author, created, updated
| title | description | type | status | ticket | decision_refs | author | created | updated | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Asset Brief — Floors | Floor surface textures — D-228 FloorMaterial axis, no D-235 ObjectTag (interior/ground-surface, not building-exterior) | design | active |
|
Araminta | 2026-07-25 | 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and workshop-outcomes.md §3.3's mention (both pre-cascade, superseded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 reusedocs/assets/visual/textures.md— target catalog- D-228 —
FloorMaterialaxis definition (override-stack: wild → economic → user mutator)