root agent idle; waiting up to 30m0s for 1 background task(s)
Running the first pass of [build_cargo-hauler.py](file:///tmp/agy-author/cargo-hauler-v1/build_cargo-hauler.py) on `gex44` with Blender 5.2 to generate the initial mesh, Cycles texture bakes, GLB export, and test renders (`clay.png`, `final.png`, `side.png`, `paints.png`). Waiting for the build task to complete.
Running the updated [build_cargo-hauler.py](file:///tmp/agy-author/cargo-hauler-v1/build_cargo-hauler.py) on `gex44` with the corrected camera framing, recessed windscreen and bridge interior, open truss spine, and optimized GLB export. Waiting for completion.
Copying `cargo-hauler.glb`, `final.png`, `side.png`, `clay.png`, `paints.png`, `nodes.json`, and `NOTES.md` back from `gex44` to inspect the renders.
Running the refined pass of [build_cargo-hauler.py](file:///tmp/agy-author/cargo-hauler-v1/build_cargo-hauler.py) on `gex44` (crisp planar hull shading, aligned panel textures without brick pattern, single wide side windows + angled cheek windows, open container end stanchions, and multi-module reactor sponsons). Waiting for the job to complete.
Running the final clean build of [build_cargo-hauler.py](file:///tmp/agy-author/cargo-hauler-v1/build_cargo-hauler.py) on `gex44` (with protruding reactor sponson equipment modules, ribbed container end-doors and locking bars, and arched ladder top rails). Waiting for completion.
0. **Blocked on you**: nothing.
1. **What you changed**: Built the 120 m long-haul space cargo hauler 3D game asset ([cargo-hauler.glb](file:///tmp/agy-author/cargo-hauler-v1/cargo-hauler.glb)) and its reproducible generator script ([build_cargo-hauler.py](file:///tmp/agy-author/cargo-hauler-v1/build_cargo-hauler.py)) with weathered industrial paint, hazard stripes, recessed bridge windows and interior cockpit, open truss spine with 12 corrugated cargo containers, articulated defence turrets and antenna dish, and a four-nozzle rear reactor block.
2. **How you know it works**: Ran a clean headless Blender 5.2 build on `gex44` that baked all 9 materials from CC0 Poly Haven textures (`metal_plate_02`, `rusty_metal_03`, `rusty_painted_metal`), verified a 30-degree rotation test on every moving pivot node without drift, exported the 7.48 MB GLB (92,776 triangles, exact 28.0 m x 24.0 m x 120.0 m bounds), and visually inspected [final.png](file:///tmp/agy-author/cargo-hauler-v1/final.png), [side.png](file:///tmp/agy-author/cargo-hauler-v1/side.png), [clay.png](file:///tmp/agy-author/cargo-hauler-v1/clay.png), and [paints.png](file:///tmp/agy-author/cargo-hauler-v1/paints.png) against [sheet.jpg](file:///tmp/agy-author/cargo-hauler-v1/sheet.jpg).
3. **What would break if you were wrong**: If a game engine overrides `Paint` `baseColorFactor` expecting baked colour inside the texture instead of a neutral greyscale detail map, the hull would appear white; to undo or adjust, edit the material factor in [build_cargo-hauler.py](file:///tmp/agy-author/cargo-hauler-v1/build_cargo-hauler.py) and re-run the script.
4. **What you did NOT do**: Did not add hull numbers, text decals, or faction logos (excluded by contract so games can apply their own markings), and did not test the GLB inside an external game engine runtime.

### Delivered files

| File | Summary |
| --- | --- |
| [cargo-hauler.glb](file:///tmp/agy-author/cargo-hauler-v1/cargo-hauler.glb) | 7.48 MB glTF binary, 92,776 triangles, 9 materials (`Paint`, `Hull_Dark`, `Metal_Bare`, `Hazard_Stripes`, `Container_A`, `Container_B`, `Glass`, `Engines`, `Lamps`), Y-up, +Z nose, 28 m x 24 m x 120 m |
| [build_cargo-hauler.py](file:///tmp/agy-author/cargo-hauler-v1/build_cargo-hauler.py) | Standalone Blender 5.2 script that downloads CC0 Poly Haven maps, builds geometry, bakes Cycles textures (1024 px base colour, 512 px normal and ORM), exports the GLB, and renders all views |
| [final.png](file:///tmp/agy-author/cargo-hauler-v1/final.png) | 1920x1080 Cycles 3/4 front view on dark space backdrop |
| [side.png](file:///tmp/agy-author/cargo-hauler-v1/side.png) | 1920x1080 Cycles orthographic side view |
| [clay.png](file:///tmp/agy-author/cargo-hauler-v1/clay.png) | 1920x1080 Cycles clay render matching `final.png` camera |
| [paints.png](file:///tmp/agy-author/cargo-hauler-v1/paints.png) | 3x2 grid showing all 6 faction paint presets via `Paint` `baseColorFactor` |
| [nodes.json](file:///tmp/agy-author/cargo-hauler-v1/nodes.json) | Scene manifest with world positions, bounding box, rotation axes for moving parts, and 6 linear RGB paint presets |
| [NOTES.md](file:///tmp/agy-author/cargo-hauler-v1/NOTES.md) | 6-line summary with triangle count, materials, texture resolutions, Poly Haven IDs, and reference comparison |
