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material · drop-in viewer
asset⌬ materialmaterialprimary: mat.yaml·part ofbundle ClubWoman.bundle·originates fromworld ad25322f-f…
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Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
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⌬ Metadata
description
Sub-parts
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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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# 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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backing path · game/polish/cast/ClubWoman.bundle/material/Material_1_2.material
Problems
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⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up
agent_score is exposed.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
+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
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Discussion
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