Files
settled-reach/docs/assets/briefs/rural-walls.md
T
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

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4.1 KiB
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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