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.
This commit is contained in:
zwitschi committed 2026-11-08 09:13:57 +01:00
1 parent 01ccc61842
commit 8ca403fd08
41 files changed
+330 -82

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+7 -5
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@@ -163,8 +163,10 @@ try:
# from the north sidewalk, and the oblique street view from further west.
# Hero placement in Unreal centimetres (see Geo/manifests/local-origin.md):
# front plane on the building line, body behind it.
hero_x = -12024.5 + 1302.0
hero_y = -1450.0 + 7.0
# Corrected 2026-11-07 with the block frontage: UE south is +Y (south
# sidewalk Y +718..+1447) and 6840 occupies the frontage gap X -14591..-12082.
hero_x = -13336.0
hero_y = 1307.0
hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
# The imported mesh spans Y -7..+1250 cm in local space (front plane at -7, the
# body behind it) and is centred on X, so the actor sits at building line + 7 cm.
@@ -274,12 +276,12 @@ try:
demo_shots = [
# 14 m back so the 14.5 m elevation fits: at 2 m the camera sees only
# the colonnade's underside.
("demo-spawn-view", unreal.Vector(-10722.5, -3500, 165), unreal.Vector(-10722.5, -1450, 700)),
("demo-spawn-view", unreal.Vector(-13336, -3100, 420), unreal.Vector(-13336, 1300, 620)),
# Street level, from the north sidewalk: the old camera sat at Y -400,
# inside the facade body (which spans Y -1457..-200), so it looked at
# the unlit back face. Y -2600 is on the sidewalk in front of the lit
# elevation.
("demo-street-level", unreal.Vector(-10850, -2600, 170), unreal.Vector(-10722.5, -1450, 400)),
("demo-street-level", unreal.Vector(-13420, -1650, 170), unreal.Vector(-13336, 1300, 400)),
# The designated mid-block crossing. Street arc length runs from the
# west end (s=0 at X -27966 cm), so s=130.1 m is UE X -14956, not the
# -24291 the old camera used (that is the s=36.6 crossing). Camera sits
@@ -288,7 +290,7 @@ try:
("demo-crossing", unreal.Vector(-15250, -2500, 400), unreal.Vector(-14956, 400, 150)),
# 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)),
("demo-north-buildings", unreal.Vector(-22800, 2600, 420), unreal.Vector(-22800, -4200, 300)),
]
seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
if seq: