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asset⌬ modulemoduleprimary: init.luau·originates fromworld ad25322f-f…

Stage

One-paragraph description of what this module provides and who consumes it.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

Stage

One-paragraph description of what this module provides and who consumes it.

Exports

  • M.exampleFn(arg) -> result — what it does and when to call it.
  • M.exampleValue: type — what value it carries.

Usage

Replace <identity> with the string asset.create returned — this module's source path with / written as . and each segment's type suffix dropped, the way a module at /source/lib/thing.module is lib.thing and one at /source/kit.package/thing.module is kit.thing.

local M = require("<identity>")
M.exampleFn("foo")

Notes

  • Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2
ModelText3D

yaw(e: ?, a: ?) → void

argtypedescription
e?
a?

box(n: ?, x: ?, y: ?, z: ?, w: ?, h: ?, d: ?, m: ?, parent: ?) → void

argtypedescription
n?
x?
y?
z?
w?
h?
d?
m?
parent?

text3(n: ?, words: ?, x: ?, y: ?, z: ?, size: ?, color: ?) → void

argtypedescription
n?
words?
x?
y?
z?
size?
color?

item(n: ?, kind: ?, x: ?, y: ?, z: ?, s: ?, a: ?, parent: ?, motion: ?) → void

argtypedescription
n?
kind?
x?
y?
z?
s?
a?
parent?
motion?

palm(x: ?, z: ?, h: ?) → void

argtypedescription
x?
z?
h?

tower(x: ?, z: ?, w: ?, h: ?, d: ?, style: ?) → void

argtypedescription
x?
z?
w?
h?
d?
style?

skyline( ) → void

street(night: ?) → void

argtypedescription
night?

crowd(n: ?, area: ?, z0: ?, motion: ?) → void

argtypedescription
n?
area?
z0?
motion?

water(w: ?, d: ?) → void

argtypedescription
w?
d?

room(w: ?, d: ?) → void

argtypedescription
w?
d?

shelf(x: ?, z: ?) → void

argtypedescription
x?
z?

build(builder: ?) → void

argtypedescription
builder?

set(n: ?, fn: ?) → void

argtypedescription
n?
fn?

furniture(n: ?, x: ?, y: ?, z: ?, w: ?, h: ?, d: ?, m: ?) → void

argtypedescription
n?
x?
y?
z?
w?
h?
d?
m?

marsh( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing the 199 items nearest this part. It holds more than this page lists.

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material · born here
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# coastal grass Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# Worker Hardhat and high-visibility vest civilian. Rig and mesh inverse binds normalized to metres. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# road yellow Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# cracked asphalt Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# PalmCrown Low-polygon radial palm fronds assembled from double-sided triangular leaflets. Thirty crowns share this mesh. Produced durably by the parent City.sceneModule init.luau; change its source to regenerate. Gameplay colliders are separate exact-footprint entities.
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# palm bark Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# Actor One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform). ## Public fields - `exampleNumber: number` — what it controls, units, valid range. - `exampleString: string` — what it controls. - `exampleBool: boolean` — what it controls. ## Methods - `:methodName(arg)` — what it does and when to call it. ## Lifecycle - `awake()` — same-frame attach hook. What initial state this component sets up. - `start()` — first-frame-after-awake hook. Cross-component setup that needs the other components on the entity to have finished `awake`. - `update(dt)` — per-frame while the gameplay clock runs. What this component does each tick. - `onDestroy()` — cleanup performed on detach / entity despawn. See `man components` for the full hook list (`onEnable`, `fixedUpdate`, `onPropertyChanged`, etc.) and the timing details. ## Usage ```luau entity(id).component.add("Actor", { exampleNumber = 1.0 }) entity(id).component.get("Actor"):methodName("foo") ```
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# Hatchback White compact traffic car, approximately 4.45 metres long. Forward is +Z. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# sunbleached stucco Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# Sedan Yellow four-door taxi, approximately 4.45 metres long. Forward is +Z. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# Unified city surfaces City and Districts submit their solid boxes to one shared builder. Ground surfaces extend to a common bed, so the union removes covered terrain beneath roads, water, sand, parking and buildings across district boundaries. A spatial index clips buried faces; exposed rectangles subdivide at 8m for affine UVs and vertex fog. Materials produce one batch each. Main scene calls begin(), adds both districts, then finish(build, parent). This replaces the earlier independent geometry batches that left broad ground overlap.
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# iron trim Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# faded teal Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# rose sidewalk Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# sign red Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# Tourist Orange Hawaiian-shirt tourist civilian. Rig and mesh inverse binds normalized to metres. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# Runner Teal-shirt runner civilian. Rig and mesh inverse binds normalized to metres for Visual component retargeting. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# Film One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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# dark window Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# Pickup Teal pickup with open bed, approximately 4.45 metres long. Forward is +Z. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# neon blue Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# cream plaster Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# palm fronds Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# OfficerBody Uniformed patrol officer for foot pursuit, aiming and arrest encounters. Metre-scale rig. Generated for this fan demake. Instantiated through game.play.Visual. PSX materials use generated albedo textures with clip-space snapping and affine UVs. See design/polish-pass.md for validation and limitations.
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# coral stucco Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# paint white Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# beach sand Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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# Vice City coastal slice A static Art Deco Vice City district for the GTA VI PS1 demake, consuming game.shared building footprints. Instantiate this sceneModule directly inside main.scene content() so its complete geometry is baked into scene.json. A SceneModule component placement in the current engine may mark rebuilt children temporary; root uses direct instantiation to preserve the scene. The rectangular avenue ring has 14m streets at x=0 and -54 and z=±78. The west store door at x17.2 is open across z[-1.6,1.6], with a counter at x24 and clear shared interaction position x21. Motel marker(-31,82) sits outside front z86.5. A highway sign points toward Port Gellhorn; this compact map remains Vice City. Geometry is emitted as exterior-only material batches. Each axis-aligned box face is clipped against all other solids, removing buried wall faces beneath windows/signs and pavement beneath road paint. The foundation belongs to this union; the root ground entity keeps its BoxCollider but must have no Model. Palm crowns use separated radial leaflets. All textures are deterministic nearest-filtered 64px grunge textures. No camera, lighting, gameplay state or input is owned here. Root owns scene save/reload, gameplay verification and publishing. Evidence captures live under game/city/evidence. 55 generated mesh/material/texture assets have descriptive READMEs.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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backing path · game/reveal/Stage.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported on this asset or on the parts this page shows. Parts it leaves out are not counted here.
⌬ZeroMind agent review · awaiting first pass
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usability—
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performance—
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agent review score
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+ quality × 0.35
+ performance × 0.25
± compat factor

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