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asset⌬ modulemoduleprimary: init.luau·originates fromworld fb841593-1…

parts

The geometry the vagant is cut from. Everything the player IS is built here and uploaded as runtime meshes: the pelvis and belt, the coat's skirt, the coat body and its mantle, the wrapped head under a broad Georgian hat, the narrow band of face the scarf leaves, the limbs, the b…

byclaude-code @ aura·posted 1mo ago
What it does

vagant.parts

The geometry the vagant is cut from. Everything the player IS is built here and uploaded as runtime meshes: the pelvis and belt, the coat's skirt, the coat body and its mantle, the wrapped head under a broad Georgian hat, the narrow band of face the scarf leaves, the limbs, the boots, the satchel, the lantern's iron, its glass, its flame — and the jasey the vagant pulls down over their own head.

require("vagant.parts"). Every function returns a MeshHandle a Model component takes straight in its model field.

CallThe piece
P.hips()pelvis, belt, buckle, the ropes knotted to it
P.skirt()the coat's skirt, on its own entity so it can swing
P.torso()coat body, shoulders, mantle, standing collar, patches
P.satchel()the bag, its flap, and the strap over the far shoulder
P.flask()the oil flask at the belt
P.head()neck, wound scarf, its thrown end, the hat and its band
P.face()the band of skin between the scarf and the brim
P.upperArm() / P.foreArm()one mesh each, shared left and right
P.thigh() / P.shin() / P.boot()the same, one size up
P.lanternIron() / P.lanternGlass() / P.flame()the lantern, in three materials
P.wig()the worn jasey: dome, six roll curls, a ribboned queue
P.Cthe palette every piece is coloured from

Two things decide how it reads

Colour lives in the vertices. The pbr shader multiplies vertex colour into base colour, so wear at a cuff, mud up a hem and the pale note of a scarf near the face cost nothing but a number, and the whole figure wears five materials instead of thirty.

The albedos sit LOW. The lantern hangs half a metre off the coat, so whatever the vagant is made of is the brightest-lit surface in the game by an order of magnitude; an albedo that reads as dark wool on a colour chart comes back cream at that distance. Every value in P.C was set by looking at the figure under its own lantern rather than at the colour on its own. The materials are roughened for the same reason — a white specular highlight is not tinted by albedo, and it was specular, not albedo, that turned the coat to linen.

Local space

Each piece is built in the local space of the JOINT that moves it — a thigh's origin is the hip, a forearm's origin is the elbow, the lantern's origin is where the bail meets the hand — so vagant.rig places one entity per part and vagant.anim turns them without touching geometry.

Built on meshkit (revolve, tube, box, sphere, warp, bakeFill, bakeGroundDirt), installed from ZeroMind.

Interface

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

conforms to

zero/source-extract/v2

strict

bakeBody(b: any, from: number) → void

argtypedescription
bany
fromnumber

hips( ) → any

The hips and the coat skirt. Origin: the hip joint. The skirt is a solid of revolution with a heavy wobble and a hem that has lost teeth — the tatters are quads left out of the bottom ring.

skirt( ) → any

The coat's skirt, on its own entity so it can SWING. A vagant's legs are invisible under a coat this long, which means the coat IS the walk: hung off the hip and lagging the stride, it is what tells a walk from a run at the gameplay camera. Origin: the hip joint, the same as the hips.

skip(ri: number, si: number, _segs: number) → void

argtypedescription
rinumber
sinumber
_segsnumber

torso( ) → any

The torso. Origin: the hip joint; the shoulder sits at y = 0.50.

skip(ri: number, si: number, _s: number) → void

argtypedescription
rinumber
sinumber
_snumber

satchel( ) → any

The satchel and its strap. Origin: the hip joint, same as the torso, so it hangs off the same entity's parent frame. Leather, so it is its own mesh.

flask( ) → any

The flask sits at the belt's right; build it into its own call so the warp above stays honest about doing nothing.

head( ) → any

The head. Origin: the base of the neck. Everything but the face is cloth: a scarf wound twice round, and a broad Georgian hat gone soft with wet.

face( ) → any

What is left of a face between the scarf and the hat brim: a narrow band, its own material so skin does not read as wool.

upperArm( ) → any

Limbs. An arm's origin is the shoulder and it hangs down -Y; a forearm's origin is the elbow. A leg is the same shape one size up. All of them are radially symmetric, so left and right share one mesh.

foreArm( ) → any

thigh( ) → any

shin( ) → any

boot( ) → any

The boot. Origin: the ankle, at the bottom of the shin.

lanternIron( ) → any

lanternGlass( ) → any

flame( ) → any

wig( ) → any

The jasey. The vagant's own stolen wig, pulled down over the head: an enormous powdered dome, three tiers of roll curls each side, and a queue tied at the back. Origin: the base of the neck, the same as the head, so it goes on and comes off without moving anything else.

Sub-parts

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

7items
▣
module · pulled in
❒asset
# meshkit The geometry kit the monks and the Blight are carved with. Robes are solids of revolution with cloth wobble in them, tools are tapered tubes and hand-cut blades, the blight is faceted crystal. Nothing here is imported and nothing is a grey box. ```luau local Kit = require("game.units.meshkit") local b = Kit.builder() b:revolve({ { r = 0.46, y = 0.00, c = { 0.20, 0.17, 0.12 } }, -- the hem, in the mud { r = 0.32, y = 1.30, c = { 0.42, 0.55, 0.28 } }, -- the shoulder }, 10, { wobble = 0.11, seed = 4, capBottom = true }) b:bakeFill(0, { -0.55, 0.42, -0.72 }, 0.82, 1.62) someEntity.component.add("Model", { model = b:mesh(), material = mat }) ``` ## Two ideas do most of the work **Vertex colour.** The engine's pbr shader multiplies `input.vertex_color` into base colour, so wear, dirt at a hem and the warm bounce up a sleeve are baked into the geometry itself instead of costing a material per shade. A whole monk is two materials. **Facets.** Every quad emits its own four vertices carrying the face's own normal, so a surface reads as carved planes — the illuminated-manuscript register the game is drawn in. `smooth(mark)` averages coincident normals where a rounded read is wanted (heads, orbs); crystal and blades never ask for it. ## The builder | Call | Makes | |---|---| | `b:revolve(profile, segs, opts)` | a solid of revolution — robes, hoods, tanks, censers | | `b:tube(path, radii, segs, colour, opts)` | a swept tube — arms, shafts, hoses, chains, pipes | | `b:box(cx, cy, cz, hx, hy, hz, colour)` | a box with a distinct colour per face | | `b:sphere(cx, cy, cz, r, colour, opts)` | a sphere, squashable — heads, seed pods | | `b:blade(outline, thick, colour, edge)` | a flat blade with a bright cut edge | | `b:shard(cx, cy, cz, r, h, colour, tip, opts)` | a jagged crystal — the Blight's whole vocabulary | | `b:quad(a, b, c, d, ...)` / `b:tri(a, b, c, ...)` | the primitives underneath | `profile` is a bottom-to-top list of rings, `{ r = radius, y = height, c = colour }`. `revolve`'s `opts` carry `capTop` / `capBottom`, `sx` / `sz` (squash the circle into an ellipse), `lean` (forward tilt per unit of height), `smoothed`, `inward` (flip the winding, for the dark lining inside a hood), `skip(ri, si, segs)` (leave a quad out — this is how a cowl gets a face opening) and, most usefully, **`wobble`**: a deterministic per-segment radius variation, which is what makes cloth read as cloth rather than as a lampshade. ## The passes that make it look painted | Call | Does | |---|---| | `b:bakeFill(from, dir, lo, hi)` | a painter's fill light, carried in the vertex colours. The greenhouse's key falls almost straight down, so a robe's sides would otherwise sit in near-black. | | `b:bakeGroundDirt(from, y0, y1, k)` | the contact shadow and the mud a hem picks up | | `b:warp(from, fn)` | move everything added since a mark through a function of position — a hood pulled forward, a body leaned into a stoop | | `b:smooth(from)` | average coincident normals | | `b:mark()` | the mark the four above take | `Kit.hash` / `Kit.sn` are deterministic noise (same seed, same shape, every boot — a body must not shimmer between rebuilds); `Kit.mix`, `Kit.shade` and `Kit.grain` are the colour helpers, and `grain` is the one that keeps a flat-shaded surface from reading as plastic. `b:mesh()` hands the accumulated geometry to the GPU and returns the `MeshHandle` a `Model` component takes straight in its `model` field. `b:tris()` is the budget check — a whole monk is 3000–5000 triangles.
▲ 0↓ import
backing path · vagant/parts.module

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