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docs(ugc): car and rocket modules have no textures
Checked for the "module textures in car and rocket icons" request: none of the 399 render assets of the client's ModuleComponent LOTs (1.10.64; the same in the other clients on disk) has an NiSourceTexture or NiTexturingProperty. The modules' look is their vertex colors and materials, which the icons draw already, so there is nothing to add. Check: nothing to check in game; compare a car's and a rocket's icon with the client's module icons (textures/ui/rebuilding/) if in doubt. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -457,7 +457,10 @@ Modular builds (`ugc_modular_build` rows, `ldf_config` like `1:4713+1:4714+1:471
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1. Each module LOT's `ModuleComponent` (component type 28) gives its part code and build
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type; the build type's `ModularBuildComponent.xml` gives the topology (root part, and which part connects to which
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named location) and `Placement/AdditionalModelRotation`.
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2. Each module's mesh is its render asset (`RenderComponent.render_asset`, the NIF the client assembles in game). A
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2. Each module's mesh is its render asset (`RenderComponent.render_asset`, the NIF the client assembles in game).
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The modules have no textures: none of the 399 render assets of the client's `ModuleComponent` LOTs (1.10.64) has
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an `NiSourceTexture` or `NiTexturingProperty`; their look is their vertex colors and `NiMaterialProperty`, which
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the icon draws (the client's own module icons, `textures/ui/rebuilding/`, show the same colors). A
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connection places the connecting part so its node with the location's name (when it has one) sits on the parent
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part's node of that name, or its origin on that node; `ModuleComponent.xml`'s `connection` translation is used when
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the parent's NIF has no such node. (Module LXFMLs in `res/BrickModels` exist for only some modules and are
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