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asset⌬ materialmaterialprimary: mat.yaml·part ofscenemodule City.sceneModule·originates fromworld ad25322f-f…

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 a…

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

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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shader · born here
❒asset
# PSX surface shader Adapted from installed COINFALL game.reuse.ps1. Provides 320x240 clip-space vertex snapping, affine UVs, quantized vertex lighting and distance fog. `texture_resolution` limits the longest texture axis to a power-of-two sampling grid; default 128. Lucia and Jason use 256 for their packed full-body atlases. Original image assets are preserved. The shader uses a reduced mip where available, otherwise a 4x4 stratified box approximation within each virtual texel, then nearest enlargement. Small textures retain their native resolution. This texture-space effect remains visible without the separate screen post-process.
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texture · born here
❒asset
# palm fronds 64 A deterministic 64 by 64 pixel sRGB texture with nearest sampling and coarse weathered detail. 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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scenemodule · born here
❒asset
# 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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