From 4401bb2f67058c782cb6579814d8b28b5d499670 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Sat, 7 Nov 2026 14:28:53 +0100 Subject: [PATCH] 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. --- Game/GigLine/Content/Hollywood/DemoMap.umap | 4 +- .../Hollywood/North/SM_Madame_Tussauds.uasset | 3 + .../North/SM_TCL_Chinese_Theatre.uasset | 3 + .../Content/Hollywood/North/roof.uasset | 3 + .../Content/Hollywood/North/wall.uasset | 3 + Game/GigLine/Content/Test/ReviewMap.umap | 2 +- ROADMAP.md | 2 +- Screenshots/README.md | 1 + Tools/export_north_buildings.py | 91 ++++++++++++++ Tools/render_screenshots.sh | 45 ++++--- Tools/ue_build_review_map.py | 7 +- Tools/ue_import_north_buildings.py | 115 ++++++++++++++++++ 12 files changed, 260 insertions(+), 19 deletions(-) create mode 100644 Game/GigLine/Content/Hollywood/North/SM_Madame_Tussauds.uasset create mode 100644 Game/GigLine/Content/Hollywood/North/SM_TCL_Chinese_Theatre.uasset create mode 100644 Game/GigLine/Content/Hollywood/North/roof.uasset create mode 100644 Game/GigLine/Content/Hollywood/North/wall.uasset create mode 100644 Tools/export_north_buildings.py create mode 100644 Tools/ue_import_north_buildings.py diff --git a/Game/GigLine/Content/Hollywood/DemoMap.umap b/Game/GigLine/Content/Hollywood/DemoMap.umap index 43a930d..3b9b4fc 100644 --- a/Game/GigLine/Content/Hollywood/DemoMap.umap +++ b/Game/GigLine/Content/Hollywood/DemoMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:867164e410e6577ab1f754b22700fa14c6f966edb157e7bc7173c791acedb87f -size 29455 +oid sha256:dd9704de1c462f323006ed352fbbb3833dd54cba728338476c60f91c4d4203d6 +size 32372 diff --git a/Game/GigLine/Content/Hollywood/North/SM_Madame_Tussauds.uasset b/Game/GigLine/Content/Hollywood/North/SM_Madame_Tussauds.uasset new file mode 100644 index 0000000..2e3a0cd --- /dev/null +++ b/Game/GigLine/Content/Hollywood/North/SM_Madame_Tussauds.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:868500cd65335a232f1705bd816d73a1d19a4887cc81f0b8664be83dee623d0d +size 79991 diff --git a/Game/GigLine/Content/Hollywood/North/SM_TCL_Chinese_Theatre.uasset b/Game/GigLine/Content/Hollywood/North/SM_TCL_Chinese_Theatre.uasset new file mode 100644 index 0000000..0d91800 --- /dev/null +++ b/Game/GigLine/Content/Hollywood/North/SM_TCL_Chinese_Theatre.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:383ca11bb66d07b0cb6375dd0cfaab876a1e992d7b37777b877b7593bd660b44 +size 80424 diff --git a/Game/GigLine/Content/Hollywood/North/roof.uasset b/Game/GigLine/Content/Hollywood/North/roof.uasset new file mode 100644 index 0000000..226103c --- /dev/null +++ b/Game/GigLine/Content/Hollywood/North/roof.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:445dfd6aa41a5bb67730bc79c39099421243de2e3b6aa3ddf6d22851a60d2f37 +size 56501 diff --git a/Game/GigLine/Content/Hollywood/North/wall.uasset b/Game/GigLine/Content/Hollywood/North/wall.uasset new file mode 100644 index 0000000..cf03755 --- /dev/null +++ b/Game/GigLine/Content/Hollywood/North/wall.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0cc873fc033fbc21037ad528de4e168ba3585fac26f32b575ce177dc6eee9226 +size 56501 diff --git a/Game/GigLine/Content/Test/ReviewMap.umap b/Game/GigLine/Content/Test/ReviewMap.umap index 7a41a9b..5a48dcc 100644 --- a/Game/GigLine/Content/Test/ReviewMap.umap +++ b/Game/GigLine/Content/Test/ReviewMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:470fbdc36d36c19a736b5b766f6f6173ee6e6c1247c8c71d56ea510a9a60d122 +oid sha256:deddb2f16424c6147e0fda196002fb44888f9055d34554dc5a567675f720c0d6 size 28448 diff --git a/ROADMAP.md b/ROADMAP.md index 8352580..8d67e80 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -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. diff --git a/Screenshots/README.md b/Screenshots/README.md index 182474c..8c615a3 100644 --- a/Screenshots/README.md +++ b/Screenshots/README.md @@ -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: diff --git a/Tools/export_north_buildings.py b/Tools/export_north_buildings.py new file mode 100644 index 0000000..671ad88 --- /dev/null +++ b/Tools/export_north_buildings.py @@ -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() \ No newline at end of file diff --git a/Tools/render_screenshots.sh b/Tools/render_screenshots.sh index 28841eb..1fd3bd4 100755 --- a/Tools/render_screenshots.sh +++ b/Tools/render_screenshots.sh @@ -2,38 +2,55 @@ # Render in-game screenshots for visual review into /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" \ No newline at end of file diff --git a/Tools/ue_build_review_map.py b/Tools/ue_build_review_map.py index 03ea8c8..475846d 100644 --- a/Tools/ue_build_review_map.py +++ b/Tools/ue_build_review_map.py @@ -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}") diff --git a/Tools/ue_import_north_buildings.py b/Tools/ue_import_north_buildings.py new file mode 100644 index 0000000..35c959f --- /dev/null +++ b/Tools/ue_import_north_buildings.py @@ -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 -run=pythonscript \ +# -script=/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") \ No newline at end of file