Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add alecs5am/ralphy --skill cod-ultimate-thumbnailgit clone --depth 1 https://github.com/alecs5am/ralphyWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/alecs5am/ralphy/cod-ultimate-thumbnail)<a href="https://agentmods.dev/skills/alecs5am/ralphy/cod-ultimate-thumbnail"><img src="https://agentmods.dev/badge/skills/alecs5am/ralphy/cod-ultimate-thumbnail/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/alecs5am/ralphy/cod-ultimate-thumbnail"><img src="https://agentmods.dev/badge/skills/alecs5am/ralphy/cod-ultimate-thumbnail.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00056 | $0.00874 |
| Opus 5 | $0.00028 | $0.00437 |
| Sonnet 5 | $0.00011 | $0.00175 |
| Haiku 4.5 | $0.00006 | $0.00087 |
Grade A, and why
cod-ultimate-thumbnail scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.
CoD Ultimate Thumbnail Workflow
This is the consolidated production pipeline for Quix. It combines 3D rendering, environmental compositing, and thumbnail enhancement into a prioritized sequence.
Trigger
Use this when the user (Quix) provides a weapon screenshot (and optionally a background) and asks for a "render", "composite", "thumbnail", or "enhance".
The Pipeline
- Phase 1: The Blender Render (Blender Look + Better Lighting)
Even if compositing later, the weapon must first be transformed from flat game graphics into a photorealistic 3D asset.
Model: nano_banana_2
Goal: Convert game camo/meshes into PBR materials (glossy metals, emissive glows, subsurface scattering on skin). Lighting: Three-point studio lighting (Soft Key, Fill, Rim). Look: "Blender Cycles path-traced render, ultra-detailed photorealistic 3D model." Phase 2: The Composite (Environment Integration) If a background is provided, the Phase 1 render is placed into the scene.
Model: imagegen_2_0 (or nano_banana_2 if matching exact pixels is critical). Lighting Match: The lighting from the render must be adjusted to match the background environment's color temperature and direction. Phase 3: The Quix Enhancement (Aggressive Focus + Controlled Background) The final pass that makes the image "stop the scroll."
Foreground Priority: Aggressive sharpening on weapon body, hex patterns, and camos. Razor-crisp edges. Background Control: Vibrant and clear sky/environment, but with a slight radial zoom blur to ensure the weapon is the undisputed subject. No Vignette: Avoid dark edges. Quix prefers clean, bright, and punchy.
Prompt Construction
3D Render & Placement Prompt (Unified Pass 1) If you have both a weapon and a background, you can often run this as a single high-quality pass:
text
Composite the weapon inspect from reference 1 onto the environment in reference 2.
RE-RENDER the weapon as a high-end 3D Blender Cycles render:
- Transform the [name/description of camo] into a PBR material with metallic reflectivity and soft emissive bloom on glowing parts.
- Preserve the exact first-person silhouette and hand placement from reference 1.
- Apply high-end studio lighting to the weapon: soft highlights on the upper surfaces, subtle rim light to separate it from the background.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 5d ago First seen · 74 lines · 56 tokens per session scan A 107f3014b8c6
cod-ultimate-thumbnail is a skill published in the GitHub repository alecs5am/ralphy (132 stars, last pushed 14d ago), licensed Apache-2.0. It adds 56 tokens to every session and 874 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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