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