saumwacht-godot/assets-source/phase4/records/g04.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

271 lines
7 KiB
JSON

{
"id": "g04",
"name": "Basaltbastion",
"faction": "glutpakt",
"palette": "glutpakt",
"role": "tank",
"upgraded": true,
"height": 1.5,
"footprint": 1.85,
"file": "unit_g04.glb",
"triangle_budget": 180000,
"detail_level": "high",
"resource_path": "res://assets/models/unit_g04.glb",
"export_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets/models/unit_g04.glb",
"blend_path": "/home/martin/Dokumente/Projekte/TowerDefense/saumwacht-godot/assets-source/phase4/blend/g04.blend",
"triangles": 80764,
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"LegL_HipRim",
"LegL_KneePivot",
"LegL_KneePin",
"LegL_KneeRim",
"LegL_AnklePivot",
"LegL_AnklePin",
"LegL_AnkleRim",
"LegL_Toe0",
"LegL_ToeCap0",
"LegL_Toe1",
"LegL_ToeCap1",
"LegL_Toe2",
"LegL_ToeCap2",
"LegL_AnkleCuff",
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"LegR_ToeCap0",
"LegR_Toe1",
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"LegR_Toe2",
"LegR_ToeCap2",
"LegR_AnkleCuff",
"LegR_KneeGuard",
"Body_ArmoredCore",
"Body_ChestL",
"Body_ChestReliefL0",
"Body_ChestReliefL1",
"Body_ChestReliefL2",
"Body_BorderL",
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"ArmL_UpperCore",
"ArmL_ForearmCore",
"ArmL_Elbow",
"ArmL_UpperArmor",
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"ArmL_Palm",
"ArmL_Finger0_0",
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"ArmL_Finger1_1",
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"ArmL_Finger3_1",
"ArmL_Thumb",
"ArmL_Pauldron",
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"ArmL_Castle_StoneKeep",
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"ArmL_Castle_WindowLintel0",
"ArmL_Castle_WindowRecess1",
"ArmL_Castle_WindowFire1",
"ArmL_Castle_WindowLintel1",
"ArmL_Castle_WindowRecess2",
"ArmL_Castle_WindowFire2",
"ArmL_Castle_WindowLintel2",
"ArmL_Castle_Merlon0",
"ArmL_Castle_MerlonCap0",
"ArmL_Castle_Merlon1",
"ArmL_Castle_MerlonCap1",
"ArmL_Castle_Merlon2",
"ArmL_Castle_MerlonCap2",
"ArmL_Castle_Merlon3",
"ArmL_Castle_MerlonCap3",
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"ArmL_Bastion_LowerCornice",
"ArmL_Bastion_UpperCornice",
"ArmL_Bastion_WindowRecess0",
"ArmL_Bastion_WindowFire0",
"ArmL_Bastion_WindowLintel0",
"ArmL_Bastion_WindowRecess1",
"ArmL_Bastion_WindowFire1",
"ArmL_Bastion_WindowLintel1",
"ArmL_Bastion_WindowRecess2",
"ArmL_Bastion_WindowFire2",
"ArmL_Bastion_WindowLintel2",
"ArmL_Bastion_Merlon0",
"ArmL_Bastion_MerlonCap0",
"ArmL_Bastion_Merlon1",
"ArmL_Bastion_MerlonCap1",
"ArmL_Bastion_Merlon2",
"ArmL_Bastion_MerlonCap2",
"ArmL_Bastion_Merlon3",
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"Body_LFastener0_59_Seat",
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"Body_ChestR",
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"ArmR_Elbow",
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"ArmR_ForearmArmor",
"ArmR_Shoulder",
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"ArmR_UpperBand",
"ArmR_UpperBandRivet_Seat",
"ArmR_UpperBandRivet_Head",
"ArmR_WristBand",
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"ArmR_WristBandRivet_Head",
"ArmR_Palm",
"ArmR_Finger0_0",
"ArmR_Finger0_1",
"ArmR_Finger1_0",
"ArmR_Finger1_1",
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"ArmR_Thumb",
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"ArmR_Bastion_WindowLintel0",
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"Body_RFastener0_59_Seat",
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"Head_FireHeart",
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"Head_Crown_StoneKeep",
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"Head_Crown_WindowFire1",
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"Head_Crown_WindowRecess2",
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"Head_Crown_MerlonCap0",
"Head_Crown_Merlon1",
"Head_Crown_MerlonCap1",
"Head_Crown_Merlon2",
"Head_Crown_MerlonCap2",
"Head_Crown_Merlon3",
"Head_Crown_MerlonCap3",
"Body_SpineGold"
],
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"sha256": "9f9a963c80b3b79817eee4ea9e75af3819ca1a204e17d9bdb0072f3b5f60ab7c",
"source": "Original authored bpy geometry. Sculpted surface relief and editable high-resolution modifiers; runtime materials are assigned by Godot.",
"status": "exported",
"offline_sculpt_parts": 18,
"offline_render_triangles": 470044
}