airship-one-assets

Define and generate modular 3D interior assets with texel density and gameplay volumes.

1|Updated Feb 14, 2026
One-click install
npx skills add https://github.com/TimelessP/airshipone --skill airship-one-assets
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: airship-one-assets
Source: https://github.com/TimelessP/airshipone/tree/main/.github/skills/airship-one-assets
Command: npx skills add https://github.com/TimelessP/airshipone --skill airship-one-assets

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill addresses the challenge of maintaining consistency, determinism, and texel density across modular 3D asset creation for interior environments.

Core Features & Use Cases

  • Modular Assembly: Facilitates the easy insertion and removal of interior modules.
  • Gameplay Volumes: Defines explicit invisible volumes for gameplay mechanics (walkable, blocked, etc.).
  • Texel-Consistent Texturing: Ensures uniform texture density through build-time atlas packing.
  • Use Case: When creating a new interior module for a spaceship, use this skill to define its connectivity, gameplay volumes, and ensure its textures adhere to the project's global texel density standard.

Quick Start

Use the airship-one-assets skill to create a new module with the role of a crew quarters, including a bed and a small desk.

Frequently Asked Questions about airship-one-assets

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I maintain consistent texel density across modular 3D interior assets?

You can maintain consistent texel density across modular 3D interior assets by enforcing build-time atlas packing and uniform texture density targets during the asset pipeline generation process.

What is the best way to define gameplay volumes for 3D environment navigation and collision?

Defining gameplay volumes for 3D environment navigation involves establishing explicit invisible semantic volumes that dictate mechanics, categorizing areas as walkable, blocked, or other gameplay-specific regions.

How do I standardize the asset pipeline for modular 3D game environments?

Standardizing the asset pipeline for modular 3D game environments requires defining product architecture and runtime constraints that ensure deterministic, consistent module creation and connectivity.

Can I use this approach to create modular interior assets for a spaceship game?

Yes, you can use this approach to create modular interior assets for a spaceship game by defining module connectivity, assigning gameplay volumes like crew quarters, and ensuring texture adherence to project standards.

What are the limitations of using predefined semantic gameplay volumes in level design?

Using predefined semantic gameplay volumes in level design requires strict adherence to runtime constraints and product architecture, meaning modules must conform to established connectivity rules to prevent assembly conflicts.