From 01ccc6184270b0ca20a6396734129fb9ae675394 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Sun, 8 Nov 2026 08:45:30 +0100 Subject: [PATCH] todo: claim surrounding block frontage on branch frontage-block-0.1.0 --- TODO.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/TODO.md b/TODO.md index 2c7a4be..daff55f 100644 --- a/TODO.md +++ b/TODO.md @@ -78,13 +78,13 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep - [x] Keep the character as a reusable NPC prefab: a visible body, a collision capsule, and a head-height check that the camera does not clip at 1.60 m — for when NPCs/pedestrians are wired in (`0.2.0+`), not the `0.1.0` player. Done 2026-11-07: `AGigLineNPCPerson` (C++), ACharacter with capsule half-height 83 cm / total 1.66 m (head at ~1.66 m, so a 1.60 m camera does not clip), the MPFB human on the built-in mesh as the visible body, `AutoPossessAI` for pedestrians; confirmed spawned feet-on-Z-0 and rendered in `Screenshots/review-npc-prefab` (☑ approved 2026-11-07). - [x] Screenshots use stable camera names (no index prefix), so inserting a shot no longer renumbers/ orphans files; `AGigLineShotActor` + `Screenshots/README.md` updated. -### Asset production - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `materials-lookdev-0.1.0`) +### Asset production - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `frontage-block-0.1.0`) - [x] Establish a consistent scale test, named export presets, and repeatable import settings. Scale test = the three-cube calibration scene (`Art/blender/scaletest/`, regenerable via `Tools/scale_test_export.py`); named export preset `ue_metric_v1` (FBX settings in that script); named import preset `ue_metric_v1` (`FbxImportUI` settings in `Tools/ue_scale_test_import.py`). Both scripts are the templates for production asset export/import. - [A] Collect reference photography for manual façade work. Local only, never committed: `Art/reference/` is gitignored. **72 images in eleven folders**: hero façades to 4k, the El Capitan Theatre exterior series, premiere-night staging, Ovation Hollywood, the north side, and the Lee Drug neighbour. Gaps largely closed by the Flickr/web-search pass: the hero entrance is now documented (three portals with individual short flights — the inherited "eight steps, 12 m wide" is overturned), and the 6806–6822 retail run appears in an oblique 2013 frame. Still missing: a clean isolated frame of the door recess and a night frame of 6840 itself. - [x] Download reference photography for the two north-side buildings inside the 50 m buffer — TCL Chinese Theatre (OSM way 424105908, 6925 Hollywood Blvd) and Madame Tussaud's (way 424105889, 6933 Hollywood Blvd). Done 2026-11-06 with `Tools/commons_fetch.py` against the Wikimedia Commons API: eleven frames in the local `Art/reference/north-chinese/` and `Art/reference/north-tussauds/`, provenance in each `sidecar.json`, nothing committed. - [x] Model hero façade for the El Capitan Entertainment Centre site. **Second pass built 2026-11-07** (proportions recalibrated from the 2009 photograph: entablature 3.4 m, parapet 2.2 m, architrave and cornice bands, square pedestals — the first pass had 5.7 m of blank wall above the capitals and read as a warehouse). **First pass built 2026-11-07** (`Tools/hero_facade_build.py` → `Art/blender/hero/hero-facade-2026-11-07.blend` + JSON part report with evidence per part → `Tools/ue_hero_facade_import.py` → `/Game/Hollywood/ElCapitan/SM_HeroFacade`, 1892 tris, 4 materials, placed on the measured building line). Six columns at 4.96 m over the 25.75 m frontage, plinth, three portal flights (5 risers, not the old 8), entablature 2.2 m, parapet 1.6 m with motto band and medallions. **Screenshot approved** (`Screenshots/review-hero-portals`, `review-hero-facade-front/oblique`). Next pass: banner and window placement, then materials. -- [ ] Model surrounding block frontage. +- [A] Model surrounding block frontage. - [x] Model simplified background buildings directly across Hollywood Boulevard. Done 2026-11-07, the two in-scope north-side buildings — TCL Chinese Theatre (SM_TCL_Chinese_Theatre) and Madame Tussaud's (SM_Madame_Tussauds) — taken from the verified OSM blockout volumes and exported with `ue_metric_v1`, with a Y-mirror so they land north of Hollywood Blvd across the street from the hero (TCL spans Unreal Y 1802..9431, Tussaud's 1888..7586; road centreline ≈ 0, hero façade at Y −1450). Staged in the DemoMap as `North_TCL_Chinese` / `North_Madame_Tussauds`; demo shot `review-03-demo-north-buildings` captured. Simple flat facade materials (surfaces are the `0.1.4` patch). - [A] Build sidewalks, roads, and collision meshes. Terrain, road, sidewalks and kerbs exist (`Art/blender/terrain/`, `street/`) and are assembled in `site/site-2026-11-06.blend`; collision and details (crossing markings, kerb radii, aprons) are not built. Ground must follow the DEM: 3.94 m fall along the block, ~2 % crown between the gutters at ±10–11 m from the centreline, north sidewalk higher than south. Kerb height is an unresolved assumption — the DEM does not resolve it (`Geo/verification/2026-11-06-cross-sections.md`). - [x] Materials and look development for all exported assets. **Done 2026-11-07, screenshots approved.** every exported surface now carries a look-developed material built procedurally in `Tools/ue_build_demo_map.py` (`ensure_material`): base colour with a world-space noise blend between two shades for large-scale variation, plus an explicit roughness and specular. Set is `M_Asphalt` 0.92, `M_Concrete` 0.88, `M_KerbConcrete` 0.85, `M_Ground` 0.98, `M_RoadPaint` 0.62, `M_FacadeStone` 0.72 (hero façade) and `M_Stucco` 0.86 (TCL, Tussaud's), assigned by mesh and by actor label. Materials are rebuilt on every run so a stale asset cannot mask a look change. The richer texture-based pass (baked/procedural brick, brick_facade and seamless_concrete generators) stays in the `0.1.4` façade patch.