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asset⌬ modulemoduleprimary: init.luau·originates fromworld db2c16ac-a…

mowestate

The grounds of the freshcut estate: a summer skydome (`mow_sky` shader), a ~130 m grand lawn with mow-stripe banding, a boxwood hedge ring with topiary piers, a gravel path ring and forecourt drive, a two-tier stone fountain with particle spray, formal rose beds, fluffy estate tr…

byclaude-code @ aura·posted 3mo ago
What it does

MowEstate

The grounds of the freshcut estate: a summer skydome (mow_sky shader), a ~130 m grand lawn with mow-stripe banding, a boxwood hedge ring with topiary piers, a gravel path ring and forecourt drive, a two-tier stone fountain with particle spray, formal rose beds, fluffy estate trees, garden props (bench, wheelbarrow, watering can), a hazed treeline-and-hills horizon, and drifting cumulus clusters on the surf_puff billow shader.

The house itself comes from preseed.mansion, which fills the shared limestone / marble / glass / prop builders and hands back the anchors for its moving pieces; this module spawns those as their own entities so the part can turn the hanging ball and swing the front doors.

Beyond the hedge on the same axis sits the great garden — preseed.fountaincourt built on an offset origin, with an oval lake and a great fountain on the centreline — so the camera can run straight out of the house, past the mower and on into it without a cut. The treeline steps outward around the garden's footprint and the ground haze reaches past it.

Everything static merges into a handful of meshes. build(ctx) spawns and tracks all of it and returns the handles the part animates per frame: cloud drift bases, the fountain spray, the hanging ball and the two door leaves.

Interface

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

conforms to

zero/source-extract/v2

module MowEstate

tree(b: ?, x: ?, z: ?, seed: ?, s: ?) → void

fluffy estate tree: flared trunk + deep-overlap canopy lobes

argtypedescription
b?
x?
z?
seed?
s?

hedgeRun(b: ?, cx: ?, cz: ?, len: ?, alongX: ?) → void

argtypedescription
b?
cx?
cz?
len?
alongX?

topiaryPier(b: ?, x: ?, z: ?) → void

argtypedescription
b?
x?
z?

roseBed(b: ?, cx: ?, cz: ?, w: ?, d: ?, seed: ?) → void

argtypedescription
b?
cx?
cz?
w?
d?
seed?

fountainStone(b: ?, cx: ?, cz: ?, s: ?) → void

argtypedescription
b?
cx?
cz?
s?

bench(b: ?, cx: ?, cz: ?) → void

argtypedescription
b?
cx?
cz?

wheelbarrow(b: ?, cx: ?, cz: ?) → void

argtypedescription
b?
cx?
cz?

wateringCan(b: ?, cx: ?, cz: ?) → void

argtypedescription
b?
cx?
cz?

horizon(b: ?) → void

argtypedescription
b?

hazed(col: ?, f: ?) → void

argtypedescription
col?
f?

clearGarden(x: ?, z: ?, r: ?) → void

anything that would land in the great garden is pushed out past it

argtypedescription
x?
z?
r?

cloudCluster(b: ?, seed: ?) → void

argtypedescription
b?
seed?

ensureMats( ) → void

spawnMesh(ctx: ?, name: ?, geom: ?, mat: ?) → void

argtypedescription
ctx?
name?
geom?
mat?

build(ctx: ?) → void

argtypedescription
ctx?

mAt(lx: ?, ly: ?, lz: ?) → void

mesh-local point → world, matching the mansion entity's transform

argtypedescription
lx?
ly?
lz?

at(x: ?, y: ?, z: ?) → void

argtypedescription
x?
y?
z?

track(id: ?) → void

argtypedescription
id?

Sub-parts

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54+items
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module · born here
❒asset
# geo A module script.
▲ 1↑ born
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module · born here
❒asset
# mowmesh Ported from the Mow Rush world for the preseed demo: low-poly vertex-color mesh builders (mower, wheels, trees, rocks, fence).
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shader · born here
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# surf_puff Cumulus puff surface for the cloudsurf part. Spheres are displaced into lumpy billows in the vertex stage (`noise_amt`, animated by `breathe` + `game_t`); the fragment wrap-lights them with a warm sun side, cool underside, crevice pooling and a silver-lined rim, then fades toward `haze_color` with distance. `alpha` below 1 enables a fresnel edge fade for translucent wisp materials. Used by `surf_tower_mat` / `surf_tower_far_mat` (opaque distant towers) and `surf_wisp_mat` (transparent near-field wisps).
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module · born here
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# MowMansion The freshcut estate's mansion, built as a hollow house so the camera can start inside it and walk out through the front doors. The limestone walls are assembled around real apertures — every sash sits in a punched opening whose surrounding masonry lines the reveal — so the rooms behind them are visible from the forecourt and daylight reaches the interior. Inside is a double-height entrance hall with a chequered stone floor, a grand staircase down from the rear landing, and a brass chandelier carrying the Amiga ball. A drawing room and a dining room flank the hall through oak archways, and the two wings hold a library and a morning room. `build(bs)` fills the shared limestone / marble / glass / prop builders plus an oak builder and returns the local-space anchors for the pieces that move: the two door leaves and the hanging ball. `ballMesh()` and `doorLeafMesh(w)` supply the geometry for those, which ride their own entities. Geometry is authored in mesh-local units; the estate scales the house by `SCALE`, so one local unit is 1.8 m of world.
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shader · born here
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# mow_glass Reflective glass for the mow estate — mansion window panes and the fountain water disc. Fresnel reflection of a two-tone sky, a hot sun glint on the mirror direction, and a value-noise normal wobble that gives panes the shimmer of hand-set old glass. Tint shows through where the fresnel falls off.
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shader · born here
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# mow_marble Polished veined marble surface for the mow estate's luxury stonework — portico columns, window trim, balustrades, urns, the grand steps and the fountain. Procedural: two ridged-fbm vein systems over a warm white base with sparse gold flecks, blinn highlight, fresnel sky sheen, and a ground-contact ambient-occlusion band (`ao_amt` / `ao_h` / `ao_y0`). Vertex color multiplies the base, so one material covers both white statuary marble and warm travertine.
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module · born here
❒asset
# fountaincourt The FONTAINE part's grand parterre: the static formal garden laid out around the oval lake. A checkerboard promenade rings the water behind its stone coping; twelve gilded statues with raised torch cups and twelve bronze candelabra stand on the promenade; gravel walks continue the lake's axes, lined with conical topiary; elliptical rings of hedge scrollwork and softly glowing flower bands fill the parterre; a tall bosquet wall crowned with trees closes the garden room; and a twenty-eight-column colonnade rings the far horizon under a continuous entablature with a gold trim. The part itself (`preseed.parts.p_sph`) builds the lake and the fountain island; this module builds only the garden around them, all of it part-local with the promenade at y = 0 and the lake's long axis along x.
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shader · born here
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# mow_wall Dressed limestone ashlar for the mow estate mansion walls. Procedural block coursing (horizontal joints + per-course staggered verticals), two-scale tone mottle, ground-contact AO band, wrap diffuse with sun shadow and a low sheen. Vertex color multiplies the base tone so the wings can read a shade deeper than the front block.
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shader · born here
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# prop_vertexcolor Shader ported from the Mow Rush world for the preseed demo.
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shader · born here
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# mow_sky Summer-afternoon skydome for the freshcut lawn part. Renders on the inside of a large sphere: blue zenith → milky mid band → warm pale horizon, a hot sun disc with layered glow aligned to `sun_dir`, cumulus banks projected onto an overhead plane (perspective recession, no azimuth seam), a distant flat cloud deck near the horizon, and a faint cirrus veil. `drift_t` scrolls the clouds; `cloud_cover` sets how busy the sky is; grain dither keeps the gradients band-free.
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shader · born here
❒asset
# estate_ground Mottled flat-ground surface for the freshcut estate surroundings. Two value-noise scales (soft patches + fine speckle) break up the flat tone; distance haze pulls far ground toward the horizon color for aerial perspective. One shader serves both the wide outer lawn (green palette) and the gravel paths/driveway (warm grey palette) through two materials.
▲ 0↑ born
backing path · preseed/mowestate.module

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