frontage: south block frontage, plus the placement bug it exposed
Adds the five remaining verified south-side buildings to the demo block (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug) exported in place from the OSM blockout and staged by the demo builder. Adding neighbours exposed a pre-existing placement bug that could not be seen while the hero stood alone: - UE south is +Y (south sidewalk Y +718..+1447), but the hero facade sat at Y -1450 on the NORTH side and at X -12024..-9420, which is 26 m east of the 6840 footprint (the frontage gap is X -14591..-12082). - The two north-side buildings were on the SOUTH side, because their exporter mirrored Y. Fixes: hero moved to X -13336 / Y +1307, inside its frontage gap; frontage and north buildings export without a Y mirror (the FBX preset already lands Blender -Y south on UE +Y south); player start and demo cameras moved to the north sidewalk looking south; sun raised to pitch -62 so both frontages read instead of the north side going to silhouette. Screenshots re-rendered; the four demo views are marked needs-review because the whole block changed.
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@@ -146,7 +146,7 @@ def build():
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log(f"could not create {MAP}")
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return
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removed = clear(("Demo_", "PlayerStart", "Hero_Facade"))
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removed = clear(("Demo_", "PlayerStart", "Hero_Facade", "Frontage_"))
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log(f"cleared {removed} previous demo actors")
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# --- lighting: fixed daytime ------------------------------------------
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@@ -162,7 +162,7 @@ def build():
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# 3. Ambience. A height fog gives the street depth and hides the terrain
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# edge that otherwise reads as a black band at the horizon.
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sun = spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 2000), "Demo_Sun",
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unreal.Rotator(pitch=-50.0, yaw=120.0, roll=0.0))
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unreal.Rotator(pitch=-62.0, yaw=120.0, roll=0.0))
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if sun:
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comp = sun.get_component_by_class(unreal.DirectionalLightComponent)
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if comp:
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@@ -181,7 +181,7 @@ def build():
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comp.set_mobility(unreal.ComponentMobility.MOVABLE)
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except Exception as exc: # noqa: BLE001
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log(f"sun mobility not set: {exc!r}")
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log("staged: Demo_Sun (pitch -50, yaw 120, intensity 4, warm)")
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log("staged: Demo_Sun (pitch -62, yaw 120, intensity 4, warm; higher sun so both frontages read)")
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sky = spawn(unreal.SkyLight, unreal.Vector(0, 0, 2000), "Demo_SkyLight")
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if sky:
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@@ -246,9 +246,14 @@ def build():
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log("staged: Demo_PostProcess (fixed exposure, min=max brightness 1.0)")
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# --- hero facade on the measured building line ------------------------
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# Hero placement, corrected 2026-11-07 when the neighbouring frontage was
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# added: UE south is +Y (the south sidewalk is Y +718..+1447) and the block
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# frontage sits at X -24276..-12082 with a gap at -14591..-12082 for 6840.
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# The old (-10722.5, -1443) put the facade 26 m east of its footprint and on
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# the NORTH side of the street, which only looked right while it stood alone.
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hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
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if hero:
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actor = spawn(unreal.StaticMeshActor, unreal.Vector(-10722.5, -1443.0, 0.0), "Hero_Facade")
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actor = spawn(unreal.StaticMeshActor, unreal.Vector(-13336.0, 1307.0, 0.0), "Hero_Facade")
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if actor:
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actor.static_mesh_component.set_static_mesh(hero)
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actor.static_mesh_component.set_mobility(unreal.ComponentMobility.MOVABLE)
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@@ -323,14 +328,47 @@ def build():
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assigned += 1
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log(f"assigned look materials to {assigned} facade/background actors")
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# --- surrounding block frontage ---------------------------------------
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# The other five south-side buildings verified for the block
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# (Geo/verification/2026-11-06-el-capitan-block.md), exported in place from
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# the OSM blockout with a Y mirror so they sit on the south side with the
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# hero. The 6840 site itself is the hand-modelled SM_HeroFacade above.
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FRONTAGE = (
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("SM_Hollywood_6922", "6922"),
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("SM_Hollywood_6902", "6902"),
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("SM_ElCapitanTheatre", "6838 El Capitan Theatre"),
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("SM_Budget_6822", "6822 Budget"),
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("SM_Hollywood_6806", "6806-6820"),
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("SM_LeeDrug_6800", "6800 Lee Drug"),
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)
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staged_frontage = 0
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for asset_name, label in FRONTAGE:
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mesh = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Frontage/{asset_name}")
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if mesh is None:
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log(f"MISSING frontage {asset_name} — run Tools/ue_import_block_frontage.py")
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continue
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actor = spawn(unreal.StaticMeshActor, unreal.Vector(0, 0, 0), f"Frontage_{asset_name}")
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if actor:
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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.MOVABLE)
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# The two theatre buildings read as stone; the retail run as stucco.
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mat_name = "M_FacadeStone" if "Theatre" in asset_name else "M_Stucco"
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if mat_name in built:
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comp.set_material(0, built[mat_name])
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staged_frontage += 1
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log(f"staged {staged_frontage} frontage buildings")
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# --- player start: north sidewalk, facing the hero frontage -------------
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# Signs were measured from the imported meshes rather than assumed: the FBX
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# preset flips north, so in Unreal the road spans Y -1382..+1047, the NORTH
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# sidewalk is at Y -1912..-1053 and the SOUTH sidewalk at Y +718..+1447. The
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# facade stands at Y -1450. Stand on the north sidewalk and look north (-Y).
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spawn(unreal.PlayerStart, unreal.Vector(-10722.5, -3500.0, 120.0), "Demo_PlayerStart",
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unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0))
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log("staged: Demo_PlayerStart on the north sidewalk facing south")
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# North sidewalk (Y -1912..-1053), facing south (+Y) across the road at the
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# hero on the south side. Yaw 90 looks along +Y.
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spawn(unreal.PlayerStart, unreal.Vector(-13336.0, -1700.0, 120.0), "Demo_PlayerStart",
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unreal.Rotator(pitch=0.0, yaw=90.0, roll=0.0))
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log("staged: Demo_PlayerStart on the north sidewalk facing south (+Y)")
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# A lockable LFS .umap checks out read-only, which makes save_map silently
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# return False — chmod u+w first or the staged actors never persist.
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