saumwacht-godot/assets-source/phase4/records/e02.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

93 lines
2.2 KiB
JSON

{
"id": "e02",
"name": "Schalenläufer",
"faction": "rift",
"palette": "neutral",
"role": "enemy",
"upgraded": false,
"height": 1.42,
"footprint": 1.85,
"file": "enemy_e02.glb",
"triangle_budget": 180000,
"detail_level": "high",
"resource_path": "res://assets/models/enemy_e02.glb",
"export_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets/models/enemy_e02.glb",
"blend_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets-source/phase4/blend/e02.blend",
"triangles": 20180,
"mesh_parts": 42,
"parts": [
"Body_Core",
"Body_Carapace0",
"Body_SeamGlow0",
"Body_Spine0",
"Body_Carapace1",
"Body_SeamGlow1",
"Body_Spine1",
"Body_Carapace2",
"Body_SeamGlow2",
"Body_Spine2",
"Body_Carapace3",
"Body_SeamGlow3",
"Body_Spine3",
"Head_Skull",
"LegL0_Upper",
"LegL0_Joint",
"LegL0_Shin",
"LegL0_Inset",
"LegL1_Upper",
"LegL1_Joint",
"LegL1_Shin",
"LegL1_Inset",
"LegL2_Upper",
"LegL2_Joint",
"LegL2_Shin",
"LegL2_Inset",
"Head_EyeL",
"Head_MandibleL",
"LegR0_Upper",
"LegR0_Joint",
"LegR0_Shin",
"LegR0_Inset",
"LegR1_Upper",
"LegR1_Joint",
"LegR1_Shin",
"LegR1_Inset",
"LegR2_Upper",
"LegR2_Joint",
"LegR2_Shin",
"LegR2_Inset",
"Head_EyeR",
"Head_MandibleR"
],
"bounds_blender": {
"min": [
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-0.8943588137626648,
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": 1.1615049686592722,
"blender_version": "5.2.1 LTS",
"sha256": "7e48c0663f6cc63ef3d6d9d953d27a75452532ba57336ebd92901714ab0d6da0",
"source": "Original authored bpy geometry. Sculpted surface relief and editable high-resolution modifiers; runtime materials are assigned by Godot.",
"status": "exported",
"offline_sculpt_parts": 9,
"offline_render_triangles": 167270
}