# Round 03 sources and capture record

Owner accepted the Round 02 v2 character, including the larger hands and feet, then requested the art direction of the archived Skyland and Chibi scenes. The Chibi character is explicitly excluded as a reference. No image, mesh or texture belonging to that character was opened or fed to image generation. Chibi scene rendering code was inspected for lighting and filtering settings only; historical character-design instructions were not adopted.

## Archived scene code

Archive root: `Z:/2025-2026/code/a327ex-linux-2026-09/from-hdd/3D-exploration/` (read-only).

- `Skyland/scenes/skyland.lua`, lines 1-14: scene's own stated visual recipe.
- Same file, lines 47-56: smooth filtering for procedural textures.
- Same file, lines 71-149: 16x16 through 64x64 environment textures and their colors.
- Same file, lines 659-668: sky, sun, haze, ambient 0.86, effectively disabled vertex jitter, affine amount 0.
- `Chibi/scenes/gallery.lua`, lines 598-670: baseline ambient 0.86, optional shading presets, default look index 1, same sky/fog/light setup, disabled jitter/affine.
- Chibi's presence of alternative looks does not establish that any was accepted. The actual configured baseline was used here.

Skyland scene SHA-256: `501D03A769877C2A7261EB59EE132ED0394FF18BCC7A13DE6356838A17055534`.
Chibi gallery SHA-256: `A0B779ABD7E1D20130688B1EAAE39A9765A79D231E272322055576864864E34C`.
These matched the corresponding files in `Z:/2025-2026/code/a327ex-hdd-2026-08/3D-exploration/`.

## Actual rendering verification

Isolated capture fixture: `C:/Users/a327e/Desktop/tools/codex/checks/mmo-character-round03/skyland/`.

Copied the archived Skyland `anchor/` and `scenes/` directories unchanged. Preserved the archived entrypoint as `original_main.lua`; a new `main.lua` harness invokes the scene's original builders, lighting and draw functions without input, cursor capture, audio or visible launching. No engine or archive file was edited.

- Vista: 960x540; camera (0,120,460), yaw pi, pitch -0.20, FOV 58. Captured at frame 12 after 24 simulation updates, time 0.2 seconds.
- Ground: 960x540; camera (0,24,88), yaw pi, pitch atan(-19,88), FOV 58. Same frame/time.
- Both engine states explicitly reported `agent=true`, `visible=false`, `fixed_step=true`, `draw=true`.
- Preserved recordings: `replays/20260910-203128.apr` and `replays/20260910-203209.apr` under the fixture, with their original engine asset-store dependencies.
- Both processes were stopped and recordings finalized after capture.

The images show archived scene code rendered with the current Windows engine, not a claim of byte-identical historical screenshots. Both were visually inspected.

## Character study

Built-in image generation. First pass: accepted Round 02 image as edit target, preserved FlyFF models as the character-surface reference, and `skyland-ground.png` as an environment lighting/texture reference only. Exact instructions are in `prompt.txt`.

The first output drifted toward a larger head. A second edit requested a 12 percent head/hair reduction, using Round 02 as the proportion reference while preserving the new surface treatment (`prompt-v2.txt`). That percentage is a prompt request, not a measurement of the result.

Both outputs remain separate: `mmo-character-v1.png` and `mmo-character-v2.png`. Both are appearance studies, not mesh or texture-atlas exports. The proposed low triangle count and atlas size are implementation targets; they cannot be inferred as actual counts from raster imagery.
