Raise NPC texture maps to 256
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@@ -67,6 +67,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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gallery is 13 good / 0 bad, the screen-design judge is 13/13 and a clean
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portrait measured a 0.732 vision gap against the photoreal concept. No
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release build, version bump or tag was created at this gate.
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- **NPC texture resolution (0.9.5, 2026-11-02):** `tools/npc_pipeline.py` now generates 256²
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albedo/normal/ORM maps instead of 128² (AI shirt/trousers are resized to 256). The base and all
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eight library GLBs plus AO maps were rebuilt; texture files total ~0.5 MB, eight GLBs ~5.75 MB,
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and the 24-NPC smoke remains 6.90 ms. This is a character-texture step, not a fix for the
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large-scale fabric pattern (that is still under 0.9.5 UV/weave audit).
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- **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the
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neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body,
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crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
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@@ -258,7 +263,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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gpt-5-image-mini rejects (HTTP 400); pass `--request-size 1024` for 1:1 roles.
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`generate --role tile` already applies `make_seamless`, so a separate
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`seamless` pass is redundant. Added to `tools/npc_pipeline.py`: `prepare`
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(layers AI shirt→cloth, trousers→pants albedos at 128px) and `palette`
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(layers AI shirt→cloth, trousers→pants albedos at 256px) and `palette`
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(writes `assets/textures/npc/palette.json` via `model_pipeline.dominant_colors`).
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`write_slot_textures()` now skips the albedo for slots with an AI override
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(normal/ORM stay procedural). Blender `build` re-run: GLB audit ok, 1204 tris /
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