Regenerate screenshots; document NPC pipeline and confirmed assets

Ten of the eleven README captures are refreshed (the prop gallery is unchanged). README gains an NPC character-model subsection and a 'Confirmed game assets' section with linked, audited textures/models; architecture Level 2 lists npc_pipeline.py and asset_pipeline.py.
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zwitschi committed 2026-11-01 12:25:35 +01:00
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@@ -78,7 +78,11 @@ The player interacts with NPCs, venue entrances, access artifacts, equipment, st
- `ShiftReview` presents decisions, consequences, and improvement opportunities.
- `SurfaceMaterials` (`src/game/materials.gd`) holds the surface profiles, glass/emissive recipes, and the environment tune-up (tonemapping, glow, fog, grading) that the phase lighting applies.
- `WorldBuilder` assembles the procedural venue and instantiates the generated prop models from `assets/models/generated/` with a procedural fallback.
- `tools/model_pipeline.py` builds and audits those prop models; `tools/screen_designs.py` generates screen references and judges captures.
- `tools/model_pipeline.py` builds and audits the street-prop `.glb` models and packs their colour atlases.
- `tools/npc_pipeline.py` builds and audits the skinned NPC base model (`assets/models/generated/npc_base.glb`) and its per-slot material maps, with an optional AI fabric override (ADR-0013).
- `tools/asset_pipeline.py` generates and audits role-aware textures; `tools/screen_designs.py` generates screen references and judges captures.
Confirmed game assets live in `assets/textures/ai/game_ready/` (audited surface, UI, and card textures), `assets/models/generated/` (prop and NPC `.glb` models plus their texture atlases), and `assets/textures/npc/` (NPC material maps and `palette.json`). Development-only outputs — AI concept sheets, Blender sources, raw AI fabrics — are gitignored and regenerated by the tools.
## 6. Runtime View
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