asset: two north-side background buildings across Hollywood Blvd

- TCL Chinese Theatre (6925) and Madame Tussaud's (6933) exported from the
  verified OSM blockout with ue_metric_v1 (export_north_buildings.py), with a
  Y-mirror so they land north of the road, across from the hero facade.
- ue_import_north_buildings.py imports + stages them in the DemoMap as
  North_TCL_Chinese / North_Madame_Tussauds (TCL Y 1802..9431, Tussaud's
  1888..7586; hero at Y -1450, road centreline ~0).
- render_screenshots.sh now also runs the DemoMap capture pass; added a
  demo-north-buildings camera, so the new buildings get a review shot.
- README/roadmap updated; flat facade materials pending the 0.1.4 patch.
This commit is contained in:
zwitschi committed 2026-11-07 14:28:53 +01:00
1 parent f7f01fd077
commit 4401bb2f67
12 files changed
+260 -19

No files matched your search

Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -96,7 +96,7 @@ The MPFB character asset (idle pose + warm skin, done below) is planned as the t
- [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 review pending** (`Screenshots/review-04`, `review-05`). Next pass: portal recesses read from the street, banner and window placement, then materials.
- [ ] Model surrounding block frontage.
- [-] Model simplified background buildings directly across Hollywood Boulevard. Owner: this session (01a1b26b). Taking the two in-scope north-side buildings — TCL Chinese Theatre (way 424105908, 6925) and Madame Tussaud's (way 424105889, 6933) — from the verified OSM blockout volumes, cleaned and exported with `ue_metric_v1`. Source positions measured: TCL centre (Blender local −206.50, 56.20), Tussaud's (−249.47, 47.20); hero façade placed in the demo map at Unreal (−10722.5, −1443.0).
- [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).
- [-] 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`).
- [ ] Materials and look development for all exported assets.
+1
View File
@@ -117,6 +117,7 @@ Rendered from `/Game/Hollywood/DemoMap`, the walkable level rather than the revi
| `demo/review-00-demo-spawn-view.png` | The player's own spawn view: north sidewalk, 20 m back, the full 14.5 m of the hero façade across the road |
| `demo/review-01-demo-street-level.png` | Close street level: portals, flights, banners and the colonnade from the road |
| `demo/review-02-demo-crossing.png` | From the west end looking along the block |
| `demo/review-03-demo-north-buildings.png` | **New 2026-11-07:** the two north-side background buildings (TCL Chinese Theatre 6925, Madame Tussaud's 6933) seen from the south sidewalk across Hollywood Blvd — their frontage and mass. From the OSM blockout volumes, mirrored to the north side of the road. |
Known issues in this build, visible in the shots and already on the roadmap:
+91
View File
@@ -0,0 +1,91 @@
# Export the two in-scope north-side background buildings from the OSM blockout.
#
# blender -b --factory-startup Art/blender/blockout/blockout-2026-11-06.blend \
# --python Tools/export_north_buildings.py -- --out /tmp/gigline/north
#
# The blockout is already in the shared project frame (metres, X east / Y north /
# Z up, origin Hollywood x Highland), so exporting each object at its own world
# position preserves the offset from the hero facade. The site export preset
# (`ue_metric_v1`) is reused verbatim so the metre->centimetre mapping matches.
import argparse
import os
import sys
import bpy
BUILDINGS = ("TCL Chinese Theatre", "Madame Tussaud's")
def main():
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
ap = argparse.ArgumentParser()
ap.add_argument("--out", default="/tmp/gigline/north")
args = ap.parse_args(argv)
os.makedirs(args.out, exist_ok=True)
print(f"[north] scene objects: {len(bpy.data.objects)}")
for name in BUILDINGS:
obj = bpy.data.objects.get(name)
if obj is None or obj.type != "MESH":
print(f"[north] MISSING {name}")
continue
bpy.ops.object.select_all(action="DESELECT")
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
mesh = obj.data
if not mesh.materials:
mat = bpy.data.materials.new(f"M_{name.replace(' ', '_')}")
mat.diffuse_color = (0.75, 0.72, 0.68, 1.0)
mat.use_nodes = False
mesh.materials.append(mat)
# The blockout sits with the hero (6840, south side) at negative Y. The two
# in-scope north buildings must land ACROSS Hollywood Blvd at positive Y in
# Unreal. Mirror the exported geometry across the road centreline (Y=0) and
# reverse winding; the FBX exporter does not do this for us.
new_mesh = mesh.copy()
new_obj = obj.copy()
new_obj.data = new_mesh
new_obj.matrix_world = obj.matrix_world.copy()
bpy.context.collection.objects.link(new_obj)
import mathutils as mu
world = new_obj.matrix_world
inv = world.inverted()
for v in new_mesh.vertices:
wp = world @ v.co
wp.y = -wp.y
v.co = inv @ wp
for poly in new_mesh.polygons:
verts = list(poly.vertices)
verts.reverse()
poly.vertices = verts
new_mesh.update()
bpy.ops.object.select_all(action="DESELECT")
new_obj.select_set(True)
bpy.context.view_layer.objects.active = new_obj
path = os.path.join(args.out, name.replace(" ", "_").replace("'", "") + ".fbx")
bpy.ops.export_scene.fbx(
filepath=path,
use_selection=True,
object_types={"MESH"},
apply_unit_scale=True,
apply_scale_options="FBX_SCALE_NONE",
axis_forward="-Y",
axis_up="Z",
use_space_transform=True,
use_mesh_modifiers=True,
mesh_smooth_type="OFF",
path_mode="AUTO",
bake_space_transform=False,
)
zs = [(world @ v.co).z for v in new_mesh.vertices]
print(f"[north] {name:22} verts {len(new_mesh.vertices):5} z {min(zs):+.2f}..{max(zs):+.2f} m "
f"-> {path}")
bpy.data.objects.remove(new_obj, do_unlink=True)
print(f"[north] done")
main()
+31 -14
View File
@@ -2,38 +2,55 @@
# Render in-game screenshots for visual review into <repo>/Screenshots/ (gitignored).
#
# Usage: Tools/render_screenshots.sh
# Rebuilds /Game/Test/ReviewMap from current content, runs the game on it
# (the GigLineShotActor walks three cameras, captures, quits), then copies
# the PNGs into Screenshots/.
# Rebuilds /Game/Test/ReviewMap and /Game/Hollywood/DemoMap (shot lists), runs
# the game on each map (the GigLineShotActor walks the cameras, captures, quits),
# and copies the PNGs into Screenshots/. PNGs are never committed.
set -euo pipefail
REPO="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
ENGINE="${UE_ENGINE_DIR:-/run/media/system/DATA/Engines/UE_5.8.4}"
PROJ="$REPO/Game/GigLine/GigLine.uproject"
echo "== 1/3 build review map =="
echo "== 1/4 build review + demo shot maps =="
cd "$ENGINE"
./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" \
-run=pythonscript -script="$REPO/Tools/ue_build_review_map.py" \
-nullrhi -unattended -nopause -stdout
cat /tmp/ue-review-map-result.txt
cat /tmp/ue-review-map-result.txt | tail -3
echo "== 2/3 run game on review map =="
# -windowed -NoSplash: a fullscreen swap can leave the first frame uncaptured.
./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" /Game/Test/ReviewMap \
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
run_capture() {
local map="$1" label="$2"
echo "== capture: $label =="
./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" "$map" \
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
}
echo "== 3/3 collect screenshots =="
mkdir -p "$REPO/Screenshots"
rm -f "$REPO"/Screenshots/review-*.png
echo "== 2/4 run game on review map (hero/scene shots) =="
run_capture "/Game/Test/ReviewMap" "review"
echo "== 3/4 run game on demo map (walkable-demo shots) =="
run_capture "/Game/Hollywood/DemoMap" "demo"
echo "== 4/4 collect screenshots =="
mkdir -p "$REPO/Screenshots/demo"
rm -f "$REPO"/Screenshots/review-*.png "$REPO"/Screenshots/demo/review-*.png
found=0
for src in \
"$REPO/Game/GigLine/Saved/Screenshots"/*/review-*.png \
"$REPO/Game/GigLine/Saved/Screenshots"/*/*/review-*.png \
"$HOME/.config/Epic/GigLine/Saved/Screenshots"/*/review-*.png; do
[ -e "$src" ] || continue
cp -f "$src" "$REPO/Screenshots/"
name=$(basename "$src")
if [[ "$name" == review-?("")-demo-* || "$name" == review-*-demo-* || "$name" == review-0?-demo-* ]] \
|| [[ "$name" == *demo-* ]]; then
cp -f "$src" "$REPO/Screenshots/demo/$name"
else
cp -f "$src" "$REPO/Screenshots/$name"
fi
found=1
done
[ "$found" = "1" ] || { echo "ERROR: no review-*.png found"; exit 1; }
ls -la "$REPO/Screenshots"
echo "--- Screenshots/ ---"
ls -1 "$REPO/Screenshots"
echo "--- Screenshots/demo/ ---"
ls -1 "$REPO/Screenshots/demo"
+6 -1
View File
@@ -201,6 +201,9 @@ try:
("demo-spawn-view", unreal.Vector(-10722.5, -3500, 165), unreal.Vector(-10722.5, -1450, 700)),
("demo-street-level", unreal.Vector(-11000, -400, 165), unreal.Vector(-10722.5, -1450, 500)),
("demo-crossing", unreal.Vector(-13600, -1650, 165), unreal.Vector(-12722.5, -1450, 500)),
# the two north-side background buildings (TCL, Tussaud's) seen from
# the south sidewalk, across Hollywood Blvd: their frontage and mass.
("demo-north-buildings", unreal.Vector(-22800, -1000, 400), unreal.Vector(-22800, 3000, 300)),
]
seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
if seq:
@@ -208,7 +211,9 @@ try:
seq.set_editor_property("shot_rotations",
[unreal.MathLibrary.find_look_at_rotation(c[1], c[2]) for c in demo_shots])
seq.set_editor_property("shot_names", [c[0] for c in demo_shots])
seq.set_editor_property("quit_when_done", False)
# quit after the demo shots so a dedicated DemoMap capture run
# terminates cleanly (render_screenshots.sh runs both maps).
seq.set_editor_property("quit_when_done", True)
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), "/Game/Hollywood/DemoMap")
log(f"demo map staged: {len(demo_shots)} cameras, save {saved}")
+115
View File
@@ -0,0 +1,115 @@
# Import the two north-side background buildings (TCL Chinese Theatre, Madame
# Tussaud's) into Unreal and stage them in the demo map, across the street from
# the hero facade.
#
# Placement: these blockout meshes live in the same local frame as the site
# meshes (X east / Y north / Z up, metres, origin Hollywood x Highland), which
# are imported at the Unreal origin and land correctly via the `ue_metric_v1`
# FBX axis mapping (north -> -Y). So the buildings are spawned at Unreal
# (0,0,0) like the site meshes, not at the pivot-shifted hero facade position.
#
# UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_import_north_buildings.py -nullrhi -unattended -nopause -stdout
import os
import unreal
SRC = "/tmp/gigline/north"
DEST = "/Game/Hollywood/North"
LEVEL = "/Game/Hollywood/DemoMap"
RESULT = "/tmp/gigline/north-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
IMPORTS = [
("TCL_Chinese_Theatre.fbx", "SM_TCL_Chinese_Theatre"),
("Madame_Tussauds.fbx", "SM_Madame_Tussauds"),
]
def import_meshes():
assets = unreal.EditorAssetLibrary.list_assets(DEST) if unreal.EditorAssetLibrary.does_directory_exist(DEST) else []
for fn, asset_name in IMPORTS:
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([unreal.AssetImportTask(
filename=os.path.join(SRC, fn),
destination_path=DEST,
destination_name=asset_name,
automated=True,
save=True,
replace_existing=True,
options=unreal.FbxImportUI(
import_mesh=True, import_materials=True, import_textures=False,
import_as_skeletal=False) if False else None,
)])
# FbxImportUI kwargs are unreliable across 5.8; configure explicitly below.
def stage():
if unreal.EditorAssetLibrary.does_asset_exist(LEVEL):
unreal.EditorLevelLibrary.load_level(LEVEL)
for actor in list(unreal.EditorLevelLibrary.get_all_level_actors()):
if actor.get_actor_label().startswith("North_"):
unreal.EditorLevelLibrary.destroy_actor(actor)
for asset_name, label in (("SM_TCL_Chinese_Theatre", "North_TCL_Chinese"), ("SM_Madame_Tussauds", "North_Madame_Tussauds")):
mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{asset_name}")
if mesh is None:
log(f"MISSING {DEST}/{asset_name}")
continue
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.StaticMeshActor, unreal.Vector(0, 0, 0))
actor.set_actor_label(label)
comp = actor.static_mesh_component
comp.set_static_mesh(mesh)
comp.set_mobility(unreal.ComponentMobility.STATIC)
# Report where the mesh actually lands in world space (site-frame → Unreal).
box = mesh.get_bounding_box()
mn, mx = box.min, box.max
log(f"{label}: mesh world-space X {mn.x:.0f}..{mx.x:.0f} Y {mn.y:.0f}..{mx.y:.0f} size "
f"{mx.x-mn.x:.0f}x{mx.y-mn.y:.0f} cm")
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
log(f"save_map {LEVEL}: {saved}")
def main():
for fn, asset_name in IMPORTS:
task = unreal.AssetImportTask()
task.filename = os.path.join(SRC, fn)
task.destination_path = DEST
task.destination_name = asset_name
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.FbxImportUI()
ui.import_mesh = True
ui.import_materials = True
ui.import_textures = False
ui.import_as_skeletal = False
smd = ui.static_mesh_import_data
smd.import_uniform_scale = 1.0
smd.combine_meshes = True
smd.convert_scene_unit = False
smd.force_front_x_axis = False
smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
log(f"imported {asset_name}")
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
stage()
try:
main()
except Exception as exc: # noqa
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
with open(RESULT, "w") as f:
f.write("\n".join(lines) + "\n")