Files
settled-reach/docs/assets/briefs/floors.md
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jpmschweitzerandClaude Fable 5 2bac820c77 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>
2026-07-25 23:00:51 +02:00

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
D-228
D-244
D-257
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§2.1's 4 sprite-era floor placeholders and workshop-outcomes.md §3.3's mention (both pre-cascade, superseded production model per D-244).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 reuse
  • docs/assets/visual/textures.md — target catalog
  • D-228 — FloorMaterial axis definition (override-stack: wild → economic → user mutator)