saumwacht-godot/assets-source/phase4/records/e03.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

120 lines
2.8 KiB
JSON

{
"id": "e03",
"name": "Nebelrest",
"faction": "rift",
"palette": "neutral",
"role": "enemy",
"upgraded": false,
"height": 1.9,
"footprint": 1.55,
"file": "enemy_e03.glb",
"triangle_budget": 180000,
"detail_level": "high",
"resource_path": "res://assets/models/enemy_e03.glb",
"export_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets/models/enemy_e03.glb",
"blend_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets-source/phase4/blend/e03.blend",
"triangles": 35898,
"mesh_parts": 69,
"parts": [
"Body_Torso",
"Body_RibL0",
"Body_RibR0",
"Body_RibL1",
"Body_RibR1",
"Body_RibL2",
"Body_RibR2",
"Body_RibL3",
"Body_RibR3",
"Body_RibL4",
"Body_RibR4",
"Head_Skull",
"Head_Face",
"Head_EyeL",
"ArmL_UpperCore",
"ArmL_ForearmCore",
"ArmL_Elbow",
"ArmL_UpperArmor",
"ArmL_ForearmArmor",
"ArmL_Shoulder",
"ArmL_ShoulderJoint",
"ArmL_UpperBand",
"ArmL_UpperBandRivet_Seat",
"ArmL_UpperBandRivet_Head",
"ArmL_WristBand",
"ArmL_WristBandRivet_Seat",
"ArmL_WristBandRivet_Head",
"ArmL_Palm",
"ArmL_Finger0_0",
"ArmL_Finger0_1",
"ArmL_Finger1_0",
"ArmL_Finger1_1",
"ArmL_Finger2_0",
"ArmL_Finger2_1",
"ArmL_Finger3_0",
"ArmL_Finger3_1",
"ArmL_Thumb",
"Head_EyeR",
"ArmR_UpperCore",
"ArmR_ForearmCore",
"ArmR_Elbow",
"ArmR_UpperArmor",
"ArmR_ForearmArmor",
"ArmR_Shoulder",
"ArmR_ShoulderJoint",
"ArmR_UpperBand",
"ArmR_UpperBandRivet_Seat",
"ArmR_UpperBandRivet_Head",
"ArmR_WristBand",
"ArmR_WristBandRivet_Seat",
"ArmR_WristBandRivet_Head",
"ArmR_Palm",
"ArmR_Finger0_0",
"ArmR_Finger0_1",
"ArmR_Finger1_0",
"ArmR_Finger1_1",
"ArmR_Finger2_0",
"ArmR_Finger2_1",
"ArmR_Finger3_0",
"ArmR_Finger3_1",
"ArmR_Thumb",
"Body_Shroud0",
"Body_Shroud1",
"Body_Shroud2",
"Body_Shroud3",
"Body_Shroud4",
"Body_Shroud5",
"Body_Shroud6",
"Body_RiftHalo"
],
"bounds_blender": {
"min": [
-0.5139663815498352,
-0.3523808419704437,
0.0
],
"max": [
0.5139663815498352,
0.3523808419704437,
1.899999976158142
]
},
"bounds_godot": {
"min": [
-0.5139663815498352,
0.0,
-0.3523808419704437
],
"max": [
0.5139663815498352,
1.899999976158142,
0.3523808419704437
]
},
"scale_applied": 0.9491437054201817,
"blender_version": "5.2.1 LTS",
"sha256": "b5fb8ca2d127392886e3e820cbea85181ad4cb4c85357e61b91bc124e4a9972b",
"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": 299628
}