mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:50:50 +02:00
326c595336
Every figure is now its current 2D frame on one flat quad, the shader's alpha discard cutting the silhouette. It still faces south and leans by the camera's pitch, so it reads face-on at every tilt as before. Removes the contoured slab and the carved visual-hull models -- lib/VoxelModels.lua, tools/build_voxels.py and ~70 generated files under assets/voxels/ (2 MB). A sprite is a drawing, not an object seen from one side: Gen 1's overworld figures are 16x16 icons with a fixed front-on reading, and solidifying one invents a body the artist never drew. Those files were also the one place this mod carried a description of the ROM art, since a carve records a sprite's silhouette pixel for pixel. The card needs no pixel access, and the solid draw, the sun pass and the player's occlusion silhouette now share one mesh -- which the inverted depth test the silhouette uses requires, since self-overlap would repaint the figure on open ground. overrides/voxels/<name>.lua still wins where a mod ships one.
34 lines
1.9 KiB
Plaintext
34 lines
1.9 KiB
Plaintext
-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling
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-- and the manager detail pane; never by the loader's merge.
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return {
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summary = "The overworld as a 3D diorama: extruded terrain, real occlusion, voxel characters, tilt-shift miniature blur.",
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author = "DramaticShape",
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contact = "https://github.com/DramaticShape/DRAMATIC_SHAPE",
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tags = { "graphics", "3d", "voxel", "render-pipeline", "presentation" },
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differences = {
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changed = {
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"with VOXEL on, the overworld draws as 3D geometry instead of flat tiles",
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"occlusion comes from a depth buffer rather than a y-sort, so buildings really hide what is behind them",
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"VOXEL and the engine's TILT are mutually exclusive -- turning one on switches the other off",
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"hotkeys 3 and 5 are taken over from the engine's TILT and GBC FX; both remain on the OPTIONS menu",
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"the VOXEL key (3) turns TILT and GBC FX off on every press -- both fight the diorama, and 3 is now the only key that reaches either",
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},
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added = {
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"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees)",
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"T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur",
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"V-GRID on hotkey 5 and V-CURVE on hotkey 7",
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"a sky behind the diorama at the 75-degree rung, outdoor maps only, coloured by the active palette mode",
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"a hand-authored tile shape profile (data/voxel_heights.lua) a mod can extend",
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},
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known = {
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"needs shader and depth-canvas support; without them the row still cycles but the world stays 2D",
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"battles, menus and cutscenes are unaffected -- the mode only draws the free-roam overworld",
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"terrain meshes are cached per map, so the first frame after entering a large map costs a build",
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},
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},
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credits = {
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{ who = "pret/pokered", for_ = "the tile and sprite data the geometry is derived from" },
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},
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compat = { engine = ">=0.1.28 <2.0.0", modApi = 2 },
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}
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