Upload Seedance CG videos for G023_supply_line_rescue

#189
outputs/G023_supply_line_rescue/assets/cg_video/G023_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G023_cg_001",
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+ "game_id": "G023_supply_line_rescue",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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+ "prompt_sha256": "20927f65cb9768c2d23189f82a0a2ac4dc2f4ff7693c3d7441c56ce72b9f99b6",
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+ "status": "success",
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+ "request": {
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+ "model": "bytedance/seedance-2",
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+ "input": {
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G023_supply_line_rescue\nWorld and visual bible:\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 雪线补给令\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 雪线山道全景:山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 雪线补给令(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入开局之前,每局一次\n- - 内容与角色场景:雪线山道全景——山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站\n- - 资产对应:补给基地、运输车、哨站与游戏内模型/贴图同源设计\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入开局;自然播完 → 进入开局\n- - 状态一致:跳过与自然播完后初始状态 hash 相同;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 雪线山道全景:山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站;无剪辑、无 UI、无文字\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入开局,跳过与自然播完后初始状态 hash 相同\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "resolution": "720p",
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+ "aspect_ratio": "16:9",
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+ "duration": 5
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+ }
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+ "started_at": "2026-10-19T07:07:02.276463+00:00",
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+ "model": "bytedance/seedance-2",
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+ "param": "{\"input\":\"{\\\"duration\\\":5,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G023_supply_line_rescue\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\\\\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\\\\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\\\\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\\\\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\\\\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\\\\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\\\\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 雪线补给令\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 雪线山道全景:山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 雪线补给令(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入开局之前,每局一次\\\\n- - 内容与角色场景:雪线山道全景——山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站\\\\n- - 资产对应:补给基地、运输车、哨站与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入开局;自然播完 → 进入开局\\\\n- - 状态一致:跳过与自然播完后初始状态 hash 相同;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 雪线山道全景:山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站;无剪辑、无 UI、无文字\\\\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入开局,跳过与自然播完后初始状态 hash 相同\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G023_supply_line_rescue\nWorld and visual bible:\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 雪崩封路\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 雪崩封路(Event,5 秒,1280×720@24fps)\n- - 触发时机:每局首次道路封闭(t=180 秒雪崩)时,每局一次\n- - 内容与角色场景:山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\n- - 资产对应:单线路面、落石障碍、运输车与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续调度(封闭状态保持);自然播完 → 继续调度\n- - 状态一致:播放期间模拟时间冻结,播放结束瞬间按冻结前状态恢复\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接继续调度(封闭状态保持),播放期间模拟时间冻结\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G023_supply_line_rescue\nWorld and visual bible:\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 救援窗口\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 胜负双意象:胜利=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败=哨站红光熄灭、雪线封锁、调度台灯收拢\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 救援窗口(Ending,6 秒,1280×720@24fps,胜负共用双意象)\n- - 触发时机:V01 或 V02 成立、结算面板出现之前,每局一次\n- - 内容与角色场景:胜利意象=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败意象=哨站红光熄灭、雪线封锁、调度台灯收拢\n- - 资产对应:哨站、运输车、基地与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 胜负双意象:胜利=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败=哨站红光熄灭、雪线封锁、调度台灯收拢\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入对应结算面板\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "aspect_ratio": "16:9",
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+ "duration": 6
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+ }
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+ "started_at": "2026-10-19T07:14:41.381844+00:00",
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+ "param": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G023_supply_line_rescue\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\\\\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\\\\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\\\\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\\\\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\\\\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\\\\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\\\\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 救援窗口\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 胜负双意象:胜利=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败=哨站红光熄灭、雪线封锁、调度台灯收拢\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 救援窗口(Ending,6 秒,1280×720@24fps,胜负共用双意象)\\\\n- - 触发时机:V01 或 V02 成立、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:胜利意象=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败意象=哨站红光熄灭、雪线封锁、调度台灯收拢\\\\n- - 资产对应:哨站、运输车、基地与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\\\\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 胜负双意象:胜利=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败=哨站红光熄灭、雪线封锁、调度台灯收拢\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入对应结算面板\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G023_cg_003__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G023_cg_003__seedance20.mp4",
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+ "finished_at": "2026-10-19T07:18:20.967898+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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