Roll out seven modular outfit bases: eleven distinct outfits across twelve roles
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@@ -777,12 +777,20 @@ regressing gear fit, budget or readability.
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jacket/trouser fabric, seam degenerates). `Suit.glb` is the first base: `npc_coat` is now a
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dark formal suit instead of a tinted hoodie. The pitfalls are recorded in
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`docs/npc-model-sourcing.md` and `MEMORY.md`.
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- [ ] **Remaining outfit families.** The pack also has Adventurer, Beach, Casual_2, Farmer, King,
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Punk, SpaceSuit, Swat and Weapons (pistol/sword — unused, the game has no weapon system).
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Pick the roles each one fits, add a `QUATERNIUS_SOURCES` entry per family with its slot map,
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then rebuild. `Swat` and `SpaceSuit` have **no hair or eye geometry** (helmeted heads), so
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they need the five-slot question answered first: hair would be an invisible patch under the
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helmet, or the audit loses a slot.
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- [x] **Outfit families rolled out.** Seven more bases intaken (Adventurer, Beach, Casual_2,
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Farmer, King, Punk, Suit) with a slot map each: the roster now runs **eleven distinct outfits
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across twelve roles**. `patch_slots` buries a hidden triangle for slots a family cannot paint
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(Farmer has no hair shell), so the five-slot contract holds on helmeted and hatted heads.
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- [ ] **Swat base faces backwards.** It is authored facing Godot -Z. Yawing the exported base
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rotates the skin with the armature node and renders the character headless; yawing the mesh
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too collapses it. The fix is to yaw the four FBX parts before the join. `npc_guard` stays on
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the worker base until then.
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- [ ] `SpaceSuit` is not intaken: it has no skin, eye or hair geometry at all and no role fits an
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astronaut on Hollywood Boulevard. `Weapons` (pistol, sword) is unused by design — the game
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has no weapon system.
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- [ ] Heavy outfits cap the texel density: `npc_dress` (King, 11k tris) runs at 212 px/m on the
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4× fabric weave where the lighter bases reach 320. The test floor moved to 200 px/m; a
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per-slot atlas would recover the difference.
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- [x] Intake tooling: `inventory` / `extract` / `verify` / `make-base` in
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`tools/quaternius_parts.py`, all exercised against the real pack.
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- [ ] Bake per-slot albedo/normal/ORM maps and a per-slot atlas; the five slots currently share one
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