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

City.sceneModule

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…

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

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.

Interface

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

conforms to

zero/source-extract/v2
BoxColliderText3DModel

texture(name: ?, rgb: ?, style: ?) → void

argtypedescription
name?
rgb?
style?

mat(name: ?, rgb: ?, style: ?) → void

argtypedescription
name?
rgb?
style?

tri(a: ?, b: ?, c: ?) → void

argtypedescription
a?
b?
c?

box(name: ?, x: ?, y: ?, z: ?, w: ?, h: ?, d: ?, m: ?, collide: ?) → void

argtypedescription
name?
x?
y?
z?
w?
h?
d?
m?
collide?

label(name: ?, words: ?, x: ?, y: ?, z: ?, height: ?, yaw: ?, color: ?) → void

argtypedescription
name?
words?
x?
y?
z?
height?
yaw?
color?

palm(name: ?, x: ?, z: ?, h: ?, s: ?) → void

argtypedescription
name?
x?
z?
h?
s?

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.

199+items
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mesh · born here
❒asset
# 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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material · born here
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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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texture · born here
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# beach sand 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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material · born here
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# bottle green 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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texture · born here
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# bottle green 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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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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texture · born here
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# coastal grass 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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material · born here
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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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texture · born here
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# coral stucco 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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material · born here
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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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texture · born here
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# cracked asphalt 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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material · born here
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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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texture · born here
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# cream plaster 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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material · born here
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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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texture · born here
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# dark window 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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material · born here
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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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texture · born here
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# faded teal 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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mesh · born here
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# geometry OceanView mass Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry OceanView tower Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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# geometry OceanView vertical sign Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry OceanView window Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry Washington mass Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry avenue Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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# geometry avenue palm 98 trunk Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry beach Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry bottle Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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# geometry coastal grass strip Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry crosswalk Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry curb Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# Exterior foundation and coastal grass Material-batched exterior union geometry for the Vice City district. Foundation surfaces beneath parking, streets and buildings are cut out by the City.sceneModule producer so near-coplanar background faces never compete with their visible surfaces. Root ground retains only its physics collider. Regenerate through the parent init.luau.
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mesh · born here
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# geometry lane dash Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry liquor neon back Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry ocean Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry sawgrass Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry sidewalk Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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mesh · born here
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# geometry signal red Static material-batched geometry of the Vice City coastal slice. Box primitives are combined into one mesh with face normals and UVs to reduce entity and draw overhead. 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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material · born here
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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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texture · born here
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# iron trim 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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material · born here
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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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texture · born here
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# neon blue 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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material · born here
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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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texture · born here
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# paint white 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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material · born here
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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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texture · born here
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# palm bark 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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material · born here
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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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texture · born here
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# 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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material · born here
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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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texture · born here
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# road yellow 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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material · born here
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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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texture · born here
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# rose sidewalk 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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material · born here
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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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texture · born here
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# sign red 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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material · born here
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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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texture · born here
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# sunbleached stucco 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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material · born here
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# violet ocean 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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texture · born here
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# violet ocean 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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module · born here
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# GTA VI demake shared rules Canonical map coordinates, road ring, building footprints, mission reward and art direction. `player()` re-resolves this client's PlayerPrototype avatar; `driver()` returns its game.play.Driver behavior. City, player mechanics and presentation consume the same constants so collision, mission markers and minimap agree.
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module · born here
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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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texture · born here
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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/city/City.sceneModule

Problems

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

0problems
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⌬ZeroMind agent review · awaiting first pass
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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