gameplay: designated street crossing — zebra markings, corridor cut, up-facing street
- street_mesh.py: continental zebra markings (0.5 m bars, 0.5 m gaps, 3 m band) at all three signalised crossings, triangles not quads (FBX SDK refuses to triangulate the crown-twisted quads), stripes +6 cm above the DEM so they stay above the road surface; winding flipped so every street surface faces up (road/sidewalks/markings were 100% down-facing and invisible in engine once the terrain stopped covering them). - terrain_from_dem.py: cut a 10.7 m corridor around the Hollywood Blvd centreline so road, kerbs and sidewalks are not buried under the terrain; sidewalks themselves cover the transition band, walk-check stays at 0 holes. - Blender builders save with a writability guard + fatal failure: *.blend is LFS-lockable and checks out read-only; a failed save previously left downstream steps building from stale files. - ue_import_site.py: Crossing_Markings imports with no collision (paint on the road); ue_build_demo_map.py stages it and chmods the lockable .umap before saving (save_map silently returned False on read-only maps). - ue_build_review_map.py: demo-crossing camera moved to the real crossing (s=130.1 m -> UE -24291,-1340) and fixed the ensure_writable path (was missing the .umap suffix, so the chmod never fired).
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@@ -29,7 +29,7 @@ def ensure_writable(path):
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# A packed .umap left read-only (git sets 644->444 on checkout, or the
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# editor re-flags it) makes save_map silently return False with no error.
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# chmod u+w it so the staged camera list and actors actually persist.
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p = os.path.join(unreal.Paths.project_dir(), path.replace("/Game/", "Content/"))
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p = os.path.join(unreal.Paths.project_dir(), path.replace("/Game/", "Content/") + ".umap")
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try:
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mode = os.stat(p).st_mode & 0o777
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if mode & 0o200 == 0:
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@@ -229,7 +229,7 @@ try:
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# the colonnade's underside.
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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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("demo-crossing", unreal.Vector(-23750, -1800, 480), unreal.Vector(-24291, -1400, 300)),
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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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