Dev notes ·

Zone B built after its painted map; Poly Haven scans

  • The user wanted to play the map design in Unity. Zone B now has what the painting shows: two giant ancient trees in the deep grove (SM_GreatTree), rune stones with glowing cyan spirals (deep grove + the Warden's boundary, SM_RuneStone), glowing mushroom and crystal clusters along the trail with cyan point lights (SM_GlowMushrooms / SM_GlowCrystals), stone stairs (SM_StoneStairs) up to a 2 m raised Warden's pass and Approach (terrain), canvas tents at the camp (SM_CanvasTent). OpenArt refs PR-33–38 → Meshy; glow masks made by script from each model's cyan parts (SM_X_Emission.png, used by MeshyArt). Ledger AI-504–516.
  • The user OK'd free downloads: 15 Poly Haven models + 8 ground textures (CC0, ~170 MB) in Assets/ThirdParty/PolyHaven/ and NAS 02-3d/polyhaven/ (LICENSE-CC0.txt). Used: stumps and fallen trunks at the camp and cut grove, roots/mossy rocks/ferns/moss/branches along the banks, rock faces at the Warden's pass; scanned forest floor, stony trail and mossy rock as the grove terrain (new PolyHavenArt.cs).
  • The grove's loading screen is the painted map (T_KeyArt_Loading_GroveMap). Grove grade greener/brighter (saturation -8, exposure 1.15).
  • All scenes rebuilt; tests 258/258; commit 565f602. To play: open Unity → SCN_ZoneB_SacredGrove → Play (or from the title).

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