Raise NPC texture maps to 256
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zwitschi committed 2026-11-02 20:16:30 +01:00
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@@ -4,6 +4,13 @@ All notable user-facing changes to Gig Line. The format follows
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use [Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
Semantic Versioning. Semantic Versioning.
## [Unreleased]
### Changed
- NPC albedo, normal and ORM maps are now 256² instead of 128², giving the
face, fabric and gear materials more detail at portrait distance.
## [0.9.4] — 2026-11-02 ## [0.9.4] — 2026-11-02
### Changed ### Changed
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@@ -67,6 +67,11 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
gallery is 13 good / 0 bad, the screen-design judge is 13/13 and a clean gallery is 13 good / 0 bad, the screen-design judge is 13/13 and a clean
portrait measured a 0.732 vision gap against the photoreal concept. No portrait measured a 0.732 vision gap against the photoreal concept. No
release build, version bump or tag was created at this gate. release build, version bump or tag was created at this gate.
- **NPC texture resolution (0.9.5, 2026-11-02):** `tools/npc_pipeline.py` now generates 256²
albedo/normal/ORM maps instead of 128² (AI shirt/trousers are resized to 256). The base and all
eight library GLBs plus AO maps were rebuilt; texture files total ~0.5 MB, eight GLBs ~5.75 MB,
and the 24-NPC smoke remains 6.90 ms. This is a character-texture step, not a fix for the
large-scale fabric pattern (that is still under 0.9.5 UV/weave audit).
- **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the - **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the
neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body, neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body,
crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation; crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
@@ -258,7 +263,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
gpt-5-image-mini rejects (HTTP 400); pass `--request-size 1024` for 1:1 roles. gpt-5-image-mini rejects (HTTP 400); pass `--request-size 1024` for 1:1 roles.
`generate --role tile` already applies `make_seamless`, so a separate `generate --role tile` already applies `make_seamless`, so a separate
`seamless` pass is redundant. Added to `tools/npc_pipeline.py`: `prepare` `seamless` pass is redundant. Added to `tools/npc_pipeline.py`: `prepare`
(layers AI shirt→cloth, trousers→pants albedos at 128px) and `palette` (layers AI shirt→cloth, trousers→pants albedos at 256px) and `palette`
(writes `assets/textures/npc/palette.json` via `model_pipeline.dominant_colors`). (writes `assets/textures/npc/palette.json` via `model_pipeline.dominant_colors`).
`write_slot_textures()` now skips the albedo for slots with an AI override `write_slot_textures()` now skips the albedo for slots with an AI override
(normal/ORM stay procedural). Blender `build` re-run: GLB audit ok, 1204 tris / (normal/ORM stay procedural). Blender `build` re-run: GLB audit ok, 1204 tris /
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@@ -70,8 +70,10 @@ Compatibility/Web parity, deterministic assets and offline CI.
### Character and prop textures ### Character and prop textures
- [ ] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits; - [-] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
refine fabric weave, skin variation and fixed detail materials. refine fabric weave, skin variation and fixed detail materials. (256² maps are built and
all eight characters rebuilt; the large fabric/UV pattern and skin/fixed-detail audit are
still open.)
- [ ] Re-bake AO where geometry changes; verify the 256² maps and material wiring. - [ ] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
- [ ] Audit library props and UI/card/icon textures at their actual screen sizes; - [ ] Audit library props and UI/card/icon textures at their actual screen sizes;
remove blurry/oversized or unused textures where safe. remove blurry/oversized or unused textures where safe.
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@@ -104,8 +104,9 @@ python3 tools/npc_pipeline.py palette
``` ```
`prepare` resizes the AI fabric tiles (kept locally in `assets/textures/npc/ai/`, `prepare` resizes the AI fabric tiles (kept locally in `assets/textures/npc/ai/`,
which is gitignored) onto the `cloth`/`pants` albedos; `build` bakes them into the which is gitignored) onto the 256² `cloth`/`pants` albedos; `build` bakes them into
`.glb` and regenerates the procedural normal + packed ORM maps. `palette` writes the `.glb` and regenerates the procedural normal + packed ORM maps at the same
256² size. `palette` writes
`assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`. `assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`.
## Blender asset library (loaded by the game) ## Blender asset library (loaded by the game)
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@@ -90,7 +90,7 @@ All eight use the `npc_base` contract, so each one can replace
`test_character_joints_line_up_with_npc_base` checks this within 1 cm, so the `test_character_joints_line_up_with_npc_base` checks this within 1 cm, so the
animation proxies in `_build_skinned_body()` stay valid. animation proxies in `_build_skinned_body()` stay valid.
- material slots `skin`, `cloth`, `pants`, `accessory`, `hair` carry the same - material slots `skin`, `cloth`, `pants`, `accessory`, `hair` carry the same
neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps, so neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps at 256², so
`Materials.npc_slot()` tints them the same way it tints `npc_base`. `Materials.npc_slot()` tints them the same way it tints `npc_base`.
- budget ≤ **8,000 triangles and ≤ 8,000 glTF vertices** for the eight library - budget ≤ **8,000 triangles and ≤ 8,000 glTF vertices** for the eight library
variants (vertex count after seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in variants (vertex count after seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
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@@ -52,6 +52,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
| <img src="sheet_npc_hands_compare.jpg" width="280" alt="sheet_npc_hands_compare.jpg"> | [`sheet_npc_hands_compare.jpg`](sheet_npc_hands_compare.jpg) | | <img src="sheet_npc_hands_compare.jpg" width="280" alt="sheet_npc_hands_compare.jpg"> | [`sheet_npc_hands_compare.jpg`](sheet_npc_hands_compare.jpg) |
| <img src="sheet_npc_hands_grip_compare.jpg" width="280" alt="sheet_npc_hands_grip_compare.jpg"> | [`sheet_npc_hands_grip_compare.jpg`](sheet_npc_hands_grip_compare.jpg) | | <img src="sheet_npc_hands_grip_compare.jpg" width="280" alt="sheet_npc_hands_grip_compare.jpg"> | [`sheet_npc_hands_grip_compare.jpg`](sheet_npc_hands_grip_compare.jpg) |
| <img src="sheet_npc_baseline_compare-shoes.jpg" width="280" alt="sheet_npc_baseline_compare-shoes.jpg"> | [`sheet_npc_baseline_compare-shoes.jpg`](sheet_npc_baseline_compare-shoes.jpg) | | <img src="sheet_npc_baseline_compare-shoes.jpg" width="280" alt="sheet_npc_baseline_compare-shoes.jpg"> | [`sheet_npc_baseline_compare-shoes.jpg`](sheet_npc_baseline_compare-shoes.jpg) |
| <img src="sheet_npc_baseline_compare-tex256.jpg" width="280" alt="sheet_npc_baseline_compare-tex256.jpg"> | [`sheet_npc_baseline_compare-tex256.jpg`](sheet_npc_baseline_compare-tex256.jpg) |
| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) | | <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) | | <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) | | <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
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@@ -43,6 +43,7 @@ Implemented so far:
- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`. - NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`. - NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
- Release v0.9.4 (2026-11-02): the tagged commit `a57b86c` passed the Gitea checks and full build and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4>. - Release v0.9.4 (2026-11-02): the tagged commit `a57b86c` passed the Gitea checks and full build and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4>.
- NPC texture resolution (0.9.5 work): the NPC base and all eight library characters now use 256² albedo/normal/ORM maps instead of 128²; the base and eight GLBs plus AO maps were rebuilt and the 24-NPC smoke remains green. Fabric UV/weave refinement is still being audited.
- NPC visual optimization (0.9.4, complete 2026-11-02): all eight variants passed the portrait/readability, proportion, gear, foot/shoe, headgear and final-context gates. The library uses an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000; `npc_base` fallback remains 6,000/4,000); current characters measure 4,482–5,474 triangles and 4,260–5,494 vertices. The 48-frame baseline and 96-frame final-context review pass, the hand/gear offset and shoes are in, and the accepted stylized limits are documented in `npc-visual-review.md`. - NPC visual optimization (0.9.4, complete 2026-11-02): all eight variants passed the portrait/readability, proportion, gear, foot/shoe, headgear and final-context gates. The library uses an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000; `npc_base` fallback remains 6,000/4,000); current characters measure 4,482–5,474 triangles and 4,260–5,494 vertices. The 48-frame baseline and 96-frame final-context review pass, the hand/gear offset and shoes are in, and the accepted stylized limits are documented in `npc-visual-review.md`.
- NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`. - NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`.
- NPC headgear clearance (0.9.4 work): the 96-frame final-context review after the face-detail pass confirms the cap, firefighter helmet, hood and sunglasses clear the refined brow and eyes; no gear rebuild was needed. - NPC headgear clearance (0.9.4 work): the 96-frame final-context review after the face-detail pass confirms the cap, firefighter helmet, hood and sunglasses clear the refined brow and eyes; no gear rebuild was needed.
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@@ -46,7 +46,7 @@ BONES = [
] ]
MAX_TRIANGLES = 6000 MAX_TRIANGLES = 6000
MAX_VERTICES = 4000 MAX_VERTICES = 4000
TEX_SIZE = 128 TEX_SIZE = 256
AI_DIR = TEX_DIR / "ai" AI_DIR = TEX_DIR / "ai"
# Base material slots that get an AI fabric albedo (`prepare` layers them over # Base material slots that get an AI fabric albedo (`prepare` layers them over
# the procedural weave). Outer layers (jacket / vest / coat / dress) have no # the procedural weave). Outer layers (jacket / vest / coat / dress) have no