feat(hero): one-command iteration loop, first judged pass, comparison plates
Tools/hero_iterate.sh runs the whole chain - chmod the Blender files, build, import, render, judge, plate - and fails loudly at each step with its log under /tmp/gigline. Tools/hero_compare.py builds the side-by-side plate (reference | rendered, one height, labelled); two are committed for review. This pass: the stone is warmer in Blender (0.66/0.60/0.48 against the near-white blockout) and the banners are 1.35 x 6.2 m hung from 7.2 m, matching the reference proportion instead of the 1.55 x 5.4 that sat too low and too fat. Iteration 1 judge verdict, confidence 0.9: lacks warm sandstone, lacks fluted column detail, banners wrong, no doorways, no inscription or medallions. Checked against the plate, two of those are wrong (120 flute strips exist and cast shadows; three 1.2 m deep doorways with steps exist and read black) and three are real. The split is recorded in TODO.md with the next action for each - the important one being that the stone colour must change in the UE material (ue_hero_facade_import.py), not in the Blender material, which the render does not use.
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@@ -55,6 +55,8 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
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| `ue_import_site.py` | Imports the six site FBXs into `/Game/Hollywood/Site`, setting collision complexity per mesh |
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| `ue_hero_facade_import.py` | Imports the façade and places it on the measured building line |
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| `ue_build_demo_map.py` | Builds `/Game/Hollywood/DemoMap`: lighting, façade, site meshes, player start |
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| `hero_iterate.sh` | Full hero-facade loop in one command: chmod the Blender files, build the facade, import it, render the capture set, judge the shot and write a comparison plate. `bash Tools/hero_iterate.sh [shot]`. |
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| `hero_compare.py` | Side-by-side plate of a reference photograph and a rendered capture, scaled to one height and labelled. `--reference`, `--render`, `--out`. |
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| `ue_clear_simple_collision.py` | Removes the FBX import's auto-generated convex hulls from the site and street meshes and sets them to complex-as-simple, so physics bodies are not pushed out of a 279 m hull. |
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| `ue_vehicle_probe_map.py` | Copies `ReviewMap` to `VehicleProbe`, optionally adds one demo mesh and the Chaos pawn, and saves it, to bisect which map content throws a physics body into the air. Set `GIGLINE_PROBE_ASSET` to stage one mesh; unset for the control. |
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| `ue_build_review_map.py` | Rebuilds `Test/ReviewMap`, stages the shot camera list, and stages the demo-map views |
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