# Wall props (16 game-ready assets from the two kits) Built 2026-10-19 for the ship, on the user's word about the pack's "Storage Area Network" box: *"replace every box of that object in ship with inside "MachineParts_Kit" "HardSurfaceKit" objects ... but before doing that do the objects gameready asset with baked textures, do the textures metallic substance in grey tones similar to that boxes ... choose attachable objects to the wall or hangable"*. In the ship since the same night (`models/vessel-interior/build/wall_props.py`). The kits' own files (`models/machine-parts-kit`, `models/hardsurface-kit`) are **not changed**: the parts are appended from them and made into assets here. ## The assets Only parts with a flat back that mount on a wall or hang from one; no hydraulic cylinders, no free-standing tanks or engines. | Asset | From | | Asset | From | |---|---|---|---|---| | `SM_WP_StackBox` | MPK A03 | | `SM_WP_HandleBox` | MPK D07 | | `SM_WP_ValveBlock` | MPK B07 | | `SM_WP_CubeBox` | MPK D09 | | `SM_WP_CableBox` | MPK D02 | | `SM_WP_GrilleBox` | MPK E03 | | `SM_WP_PerforatedCan` | MPK D03 | | `SM_WP_VentHousing` | HSK C01 | | `SM_WP_TriPortBlock` | MPK D04 | | `SM_WP_PanelEnclosure` | HSK C04 | | `SM_WP_FrameBox` | MPK D05 | | `SM_WP_TwinNeckHousing` | HSK C05 | | `SM_WP_SlimMechanism` | MPK D06 | | `SM_WP_JunctionBox` | HSK A08 | | | | | `SM_WP_FilterBowlPlate` | HSK A09 | | | | | `SM_WP_TwinCanisterYoke` | HSK B09 | Each asset: - one mesh, origin at the centre of its **back** (the kits' floor, z = 0: the side that goes on the wall); the front is +Z; sizes as in the kits (0.2 to 0.5 m), scaled per instance in the ship; - UV0 `UVMap`: its own unwrap (Smart UV Project, packed 0..1); - three baked textures, 1024 px, in `textures/`: `T_WP__BaseColor` (sRGB), `T_WP__ORM` (R occlusion, G roughness, B metallic), `T_WP__Normal` (tangent space, OpenGL); - one material `MI_WP_` on them; - the kit's collision boxes as `UCX_SM_WP__NN` (children; collection `WP | Collision (UCX)`); - an FBX in `fbx/` (Z up, -Y forward, metres, with the UCX); `WallProps_layout.json` has bounds, triangles, hulls. ## Surfaces Baked in Cycles from a grey metal shader on the kits' own maps (their baked occlusion, edge and cavity masks; the machine parts' bevel normal) and the Season 2 pack's scratched-metal set: the paint is a **metallic dark grey** (each asset its own tone, charcoal to gunmetal, like the boxes it replaces; metallic 0.82), bolts and pins bare steel, ports and gaps near black, exposed edges worn to steel, grime in the crevices. Picture: `renders/WallProps_sheet.png`. ## Files - `WallProps.blend` — the 16 assets (collection `WP | Assets`). - `build/wp_build.py` — `blender.exe -b --factory-startup --python build/wp_build.py -- --stage all` (stages `assemble`, `bake`, `finish`, `export`, `render`); about 4 minutes on the GPU. ## Not done - Not in the Unreal project. The assets carry `ue_mesh` paths (`/Game/Vessel/WallProps/...`), so the ship's layout export lists their instances. - No LODs.