Grand Theft Auto VI — PS1 Demake
- ..
- .build.assets2.3 KB
- .metadata17 B
- PalmCrown.mesh
- README.md1.4 KB
- beach_sand.material
- beach_sand_64.texture
- bottle_green.material
- bottle_green_64.texture
- coastal_grass.material
- coastal_grass_64.texture
- coral_stucco.material
- coral_stucco_64.texture
- cracked_asphalt.material
- cracked_asphalt_64.texture
- cream_plaster.material
- cream_plaster_64.texture
- dark_window.material
- dark_window_64.texture
- faded_teal.material
- faded_teal_64.texture
- geometry_OceanView_mass.mesh
- geometry_OceanView_tower.mesh
- geometry_OceanView_vertical_sign.mesh
- geometry_OceanView_window.mesh
- geometry_Washington_mass.mesh
- geometry_avenue.mesh
- geometry_avenue_palm__98_trunk.mesh
- geometry_beach.mesh
- geometry_bottle.mesh
- geometry_coastal_grass_strip.mesh
- geometry_crosswalk.mesh
- geometry_curb.mesh
- geometry_foundation.mesh
- geometry_lane_dash.mesh
- geometry_liquor_neon_back.mesh
- geometry_ocean.mesh
- geometry_sawgrass.mesh
- geometry_sidewalk.mesh
- geometry_signal_red.mesh
- init.luau15.0 KB
- iron_trim.material
- iron_trim_64.texture
- neon_blue.material
- neon_blue_64.texture
- paint_white.material
- paint_white_64.texture
- palm_bark.material
- palm_bark_64.texture
- palm_fronds.material
- palm_fronds_64.texture
- road_yellow.material
- road_yellow_64.texture
- rose_sidewalk.material
- rose_sidewalk_64.texture
- sign_red.material
- sign_red_64.texture
- sunbleached_stucco.material
- sunbleached_stucco_64.texture
- violet_ocean.material
- violet_ocean_64.texture
README.md
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.