saumwacht-godot/assets-source/phase4/records/e07.json
Martin Stickelbroeck c2b447610c Baseline: Saumwacht 0.15.0 (Phase 20A) vor dem Umbau zu Champions of Luneraria
Unveränderter Ausgangsstand inklusive Masterprompt und Konzeptbildern
unter assets/. .godot/ und docs/screenshots/ bleiben laut .gitignore
unversioniert; letztere sind unter ../backups gesichert.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 20:00:36 +02:00

100 lines
2.3 KiB
JSON

{
"id": "e07",
"name": "Bruchhirsch",
"faction": "rift",
"palette": "neutral",
"role": "enemy",
"upgraded": false,
"height": 2.6,
"footprint": 2.5,
"file": "enemy_e07.glb",
"triangle_budget": 180000,
"detail_level": "high",
"resource_path": "res://assets/models/enemy_e07.glb",
"export_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets/models/enemy_e07.glb",
"blend_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets-source/phase4/blend/e07.blend",
"triangles": 33800,
"mesh_parts": 49,
"parts": [
"Body_DeerCore",
"Body_BackArmor0",
"Body_BackArmor1",
"Body_BackArmor2",
"Body_BackArmor3",
"Body_BackArmor4",
"LegL0_Upper",
"LegL0_Knee",
"LegL0_Shin",
"LegL0_Hoof",
"LegL0_ClovenLine",
"LegL1_Upper",
"LegL1_Knee",
"LegL1_Shin",
"LegL1_Hoof",
"LegL1_ClovenLine",
"Body_RibL0",
"Body_RibL1",
"Body_RibL2",
"Body_RibL3",
"Head_AntlerL",
"Head_AntlerProngL0",
"Head_AntlerProngL1",
"Head_AntlerProngL2",
"Head_EyeL",
"LegR0_Upper",
"LegR0_Knee",
"LegR0_Shin",
"LegR0_Hoof",
"LegR0_ClovenLine",
"LegR1_Upper",
"LegR1_Knee",
"LegR1_Shin",
"LegR1_Hoof",
"LegR1_ClovenLine",
"Body_RibR0",
"Body_RibR1",
"Body_RibR2",
"Body_RibR3",
"Head_AntlerR",
"Head_AntlerProngR0",
"Head_AntlerProngR1",
"Head_AntlerProngR2",
"Head_EyeR",
"Head_Neck",
"Head_Skull",
"Head_Muzzle",
"Head_Nose",
"Body_Tail"
],
"bounds_blender": {
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0.0
],
"max": [
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},
"bounds_godot": {
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0.0,
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],
"max": [
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]
},
"scale_applied": 0.9961686224146542,
"blender_version": "5.2.1 LTS",
"sha256": "a293fe75a8430a89110b17e61df1b13c4a48fdacd21e3fcde7f070aded387810",
"source": "Original authored bpy geometry. Sculpted surface relief and editable high-resolution modifiers; runtime materials are assigned by Godot.",
"status": "exported",
"offline_sculpt_parts": 10,
"offline_render_triangles": 388220
}