mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 12:00:52 +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.
8 lines
195 B
Plaintext
8 lines
195 B
Plaintext
# Bytecode from the authoring tools in tools/ and
|
|
# assets/docs/buidling_to_voxel/ -- generated on whatever machine ran them.
|
|
__pycache__/
|
|
*.py[cod]
|
|
|
|
# agent worktrees and local scratch
|
|
.claude/
|