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@@ -308,26 +308,26 @@ func _gen_water_buffalo_hat() -> void:
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cap_mat.albedo_color = Color(0.13, 0.20, 0.58) # Flintstones Water Buffalo blue
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cap_mat.albedo_color = Color(0.13, 0.20, 0.58) # Flintstones Water Buffalo blue
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cap_mat.roughness = 0.95
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cap_mat.roughness = 0.95
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# 1. Hat Cap Base (taller cylindrical body)
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# 1. Hat Cap Base (twice as tall cylindrical body)
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var cap := MeshInstance3D.new()
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var cap := MeshInstance3D.new()
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cap.name = "HatCap"
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cap.name = "HatCap"
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var cap_mesh := CylinderMesh.new()
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var cap_mesh := CylinderMesh.new()
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cap_mesh.top_radius = 0.30
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cap_mesh.top_radius = 0.29
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cap_mesh.bottom_radius = 0.32
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cap_mesh.bottom_radius = 0.32
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cap_mesh.height = 0.30
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cap_mesh.height = 0.60
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cap.mesh = cap_mesh
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cap.mesh = cap_mesh
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cap.position = Vector3(0.0, 0.15, 0.0)
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cap.position = Vector3(0.0, 0.30, 0.0)
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cap.material_override = cap_mat
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cap.material_override = cap_mat
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root.add_child(cap)
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root.add_child(cap)
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# 1b. Rounded Dome Top (makes the hat taller and rounded, less flat)
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# 1b. Rounded Dome Top (tall rounded crown)
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var dome := MeshInstance3D.new()
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var dome := MeshInstance3D.new()
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dome.name = "HatDome"
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dome.name = "HatDome"
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var dome_mesh := SphereMesh.new()
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var dome_mesh := SphereMesh.new()
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dome_mesh.radius = 0.30
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dome_mesh.radius = 0.29
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dome_mesh.height = 0.28
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dome_mesh.height = 0.36
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dome.mesh = dome_mesh
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dome.mesh = dome_mesh
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dome.position = Vector3(0.0, 0.26, 0.0)
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dome.position = Vector3(0.0, 0.56, 0.0)
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dome.material_override = cap_mat
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dome.material_override = cap_mat
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root.add_child(dome)
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root.add_child(dome)
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@@ -351,7 +351,7 @@ func _gen_water_buffalo_hat() -> void:
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var medal_mesh := BoxMesh.new()
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var medal_mesh := BoxMesh.new()
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medal_mesh.size = Vector3(0.12, 0.10, 0.04)
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medal_mesh.size = Vector3(0.12, 0.10, 0.04)
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medal.mesh = medal_mesh
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medal.mesh = medal_mesh
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medal.position = Vector3(0.0, 0.16, -0.32)
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medal.position = Vector3(0.0, 0.22, -0.32)
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var medal_mat := StandardMaterial3D.new()
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var medal_mat := StandardMaterial3D.new()
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medal_mat.albedo_color = Color(0.96, 0.82, 0.18) # Gold lodge crest
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medal_mat.albedo_color = Color(0.96, 0.82, 0.18) # Gold lodge crest
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medal_mat.metallic = 0.7
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medal_mat.metallic = 0.7
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@@ -380,7 +380,7 @@ func _gen_water_buffalo_hat() -> void:
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base_mesh.top_radius = 0.055
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base_mesh.top_radius = 0.055
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base_mesh.height = 0.17
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base_mesh.height = 0.17
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h_base.mesh = base_mesh
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h_base.mesh = base_mesh
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h_base.position = Vector3(side * 0.34, 0.18, 0.01)
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h_base.position = Vector3(side * 0.34, 0.22, 0.01)
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h_base.rotation_degrees = Vector3(5.0, side * -10.0, side * -60.0)
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h_base.rotation_degrees = Vector3(5.0, side * -10.0, side * -60.0)
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h_base.material_override = horn_mat
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h_base.material_override = horn_mat
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root.add_child(h_base)
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root.add_child(h_base)
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@@ -393,7 +393,7 @@ func _gen_water_buffalo_hat() -> void:
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tip_mesh.top_radius = 0.005
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tip_mesh.top_radius = 0.005
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tip_mesh.height = 0.15
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tip_mesh.height = 0.15
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h_tip.mesh = tip_mesh
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h_tip.mesh = tip_mesh
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h_tip.position = Vector3(side * 0.46, 0.28, -0.01)
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h_tip.position = Vector3(side * 0.46, 0.32, -0.01)
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h_tip.rotation_degrees = Vector3(12.0, 0.0, side * 10.0)
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h_tip.rotation_degrees = Vector3(12.0, 0.0, side * 10.0)
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h_tip.material_override = tip_mat
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h_tip.material_override = tip_mat
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root.add_child(h_tip)
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root.add_child(h_tip)
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