# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
# 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).