build-vesperfall-review-assets
Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.
Works with
--- name: build-vesperfall-review-assets description: Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review. license: MIT --- # Build Vesperfall Review Assets Create one reviewable asset pair without confusing catalog media, imported files, procedural factories, and future contracts. ## Workflow 1. Inspect repository truth before choosing a model path. - Locate shipped PNG, FBX, GLB, textures, runtime factories, and declared-but-missing paths. - Prefer a shipped FBX/GLB when it is the actual runtime source. - Use `$img2threejs` only when reconstructing from an image in code. Never relabel imported geometry as img2threejs. - Do not claim a GLB or texture exists because code declares a future URL. 2. Produce the transparent catalog reference. - Reuse or derive from the production portrait when it already matches the asset identity. - Normalize catalog copies to 512×512 RGBA unless the project contract says otherwise. - Keep transparent corners and avoid baked floor, halo, or shadow. - Store project-bound output under `public/asset-catalog/<category>/`. 3. Build the live model preview. - Put loading/model construction in a small asset-specific module. - Preserve runtime provenance in `userData`: source paths or factory, action count, sockets, and review-only status. - Attach equipment to named sockets. Keep materials, renderer, mixers, events, and animation frames disposable. - Frame from measured bounds. Ground from foot/contact geometry, not the lowest weapon tip. 4. Pair the catalog surfaces. - Card/grid: transparent PNG only, with no canvas. - Selected inspector: one live model canvas plus truthful format label. - Add a button to an isolated preview or moveset route. - Keep fallback media visible until WebGL/model loading is ready. 5. Build the isolated review route. - Expose the real action library when clips exist. - Provide restart, pause/play, action selection, drag rotation, source paths, and provenance. - For procedural motions, mark runtime, contract, and candidate actions separately. 6. Validate before committing. - Run `scripts/validate_pair.py <png> <model-source>`. - Add inventory tests for exact paths, RGBA dimensions, preview kind, and route. - Test every motion/contact point deterministically when grounding changes with animation. - Run build, lint, full tests, and `git diff --check`. - Use the Codex in-app browser only. Verify desktop and mobile, card PNG/no canvas, inspector model/one canvas, preview navigation, grounding, scroll, overflow, broken media, and console warnings/errors. 7. Commit the narrow task and hand off its exact SHA before deployment reconciliation. Read [references/catalog-contract.md](references/catalog-contract.md) when changing catalog types, provenance language, or review-route behavior. ## Required reporting Report: - PNG path, dimensions, and alpha status - model source or procedural factory - whether the model is imported, runtime procedural, or review-only reconstruction - preview route and available actions - test/build/browser proof - exact commit SHA
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