Refine NPC fabric UVs and remove baked AO blotches
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@@ -13,6 +13,10 @@ extends RefCounted
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## asphalt replaced the flat first-generation tiles. Normal maps carry the mortar,
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## paver joints and aggregate that Compatibility cannot get from screen space.
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const PICK_DIR := "res://assets/textures/ai/game_ready/v2/picks/"
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## The 256² fabric maps are authored for a fine weave; repeating them 4×
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## across the body keeps the pattern readable instead of magnifying one cell
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## into a large blotch.
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const NPC_FABRIC_UV_SCALE := Vector3(4.0, 4.0, 1.0)
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const T_BRICK := preload(PICK_DIR + "brick_facade.png")
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const T_CONCRETE := preload(PICK_DIR + "sidewalk_pavers.png")
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const T_ASPHALT := preload(PICK_DIR + "asphalt.png")
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@@ -49,6 +53,8 @@ static func npc_slot(source: Material, tint: Color) -> StandardMaterial3D:
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if material == null:
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material = StandardMaterial3D.new()
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material.albedo_color = tint
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if material.resource_name in ["cloth", "pants"]:
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material.uv1_scale = NPC_FABRIC_UV_SCALE
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return material
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## Wire a baked AO map (red channel) into every surface of an imported mesh.
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@@ -483,7 +483,10 @@ func _apply_outfit_materials(npc_type: int, outfit: Dictionary, cloth: Color,
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if not tints.has(slot):
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continue
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var material := Materials.npc_slot(source, tints[slot])
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if ao != null:
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# The per-character baked AO is applied to skin, hair and fixed gear.
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# On the 256² fabric maps it magnified into large patches at portrait
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# distance, so cloth/pants keep their ORM weave and rely on lighting.
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if ao != null and slot not in ["cloth", "pants"]:
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material.ao_enabled = true
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material.ao_texture = ao
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material.ao_texture_channel = BaseMaterial3D.TEXTURE_CHANNEL_RED
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