From c9278378ee459a1a451569426c3943cf1e240418 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Sat, 7 Nov 2026 12:52:04 +0100 Subject: [PATCH] plan: approve the review shots, plan collision and facade patches All nine review shots approved. Roadmap gains the defects the Blender pre-check already knows about rather than rediscovering them after release: 0.1.1 now names the 15.8 cm sidewalk edge step, the ~10% crossing ramps, the missing collision authoring pass and the unverified kerb height. A new 0.1.4 patch plans proper building facades explicitly - facade kit, procedural materials, Blosm setupScript styles, hero detail, El Capitan Theatre - and states that the existing geometry is kept, so shipped blockouts cannot be mistaken for finished architecture. --- ROADMAP.md | 24 +++++++++++++++++++++++- Screenshots/README.md | 22 +++++++++++----------- 2 files changed, 34 insertions(+), 12 deletions(-) diff --git a/ROADMAP.md b/ROADMAP.md index f7cdc2d..1e5f4f1 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -129,9 +129,15 @@ Follow-on work on the player avatar, after the review scene passes. None of it i ## 0.1.1 — Collision fixes (patch) +Planned now, applied after `0.1.0` ships. Collision is not authored yet, so these are the defects already visible in the Blender pre-check; the engine pass will add to this list rather than replace it. + ### Patch tasks -- [ ] Audit and fix any collision gaps or fall-through geometry found in `0.1.0`. +- [ ] **Sidewalk outer edge against terrain.** The pre-check measured a **15.8 cm** step where a walk sample crosses from `Terrain_DEM` onto `Sidewalk_South` (`Art/blender/README.md`, s≈207 m). Mostly hidden by buildings; visible wherever the frontage is missing. Fix by extending the sidewalk mesh to meet the terrain, or by lowering the outer lip. +- [ ] **Crossing ramp gradient.** The kerb-flush transitions measure **10–13 cm over 1.5 m ≈ 10 %**, steeper than the 8 % a real ramp uses (`Geo/tools/street_section.py` output, s≈33, 39, 126 m). Grade the three ramp openings properly. +- [ ] **Collision authoring pass.** None exists yet: on Unreal import, complex-as-simple for terrain and street (walkable surfaces must not be approximated into ramps over kerbs), simple convex hulls per building. Record the settings in `Docs/build.md`. +- [ ] **Kerb height is an assumption.** 0.15 m modelled, 0.13 m as built, and the 3DEP DEM cannot resolve a kerb at all. Check against the photographs and record the final figure. +- [ ] Audit and fix any collision gaps or fall-through geometry found in `0.1.0` in the engine. - [ ] Regression-test traversal on both sides of the demo. - [ ] Verify no new packaging defects. - [ ] Tag `v0.1.1` and write `CHANGELOG.md` entry; then remove this section. @@ -142,6 +148,8 @@ Follow-on work on the player avatar, after the review scene passes. None of it i - [ ] Correct building scale and street proportions flagged against references. - [ ] Refine hero façade details where reference photography shows discrepancies. +- [ ] **Replace the placeholder heights.** Three of the fifteen block buildings carry no OSM height and render at a guessed 6.4 m (`Geo/tools/block_height_report.py`). Measure them off the photographs and correct the blockout. +- [ ] Resolve the remaining unknown on the hero: the colonnade currently occupies about 45 % of the height against roughly 50–60 % in the photographs. Fix the vertical proportions. - [ ] Tag `v0.1.2` and write `CHANGELOG.md` entry; then remove this section. ## 0.1.3 — Packaging and setup fixes (patch) @@ -152,6 +160,20 @@ Follow-on work on the player avatar, after the review scene passes. None of it i - [ ] Update `Docs/` setup instructions for anything that changed. - [ ] Tag `v0.1.3` and write `CHANGELOG.md` entry; then remove this section. +## 0.1.4 — Proper building façades (patch) + +Planned explicitly so the shipped blockouts are not mistaken for finished architecture. **The existing geometry is deliberately kept** — this patch replaces surfaces and detail, not footprints or massing. + +### Patch tasks + +- [ ] **Define the façade module.** One set of reusable pieces (bay, pilaster, cornice, parapet, window, shopfront, door) at a fixed module, exported with the `ue_metric_v1` preset so every building assembles from the same kit. +- [ ] **Replace placeholder materials.** Every blockout building currently carries Blender flat colours. Port the procedural generators from `Tools/sibling_asset_audit.py`'s sibling project (`brick_facade`, `seamless_concrete`, `asphalt`) and add stone, render, and glass, then wire them through Unreal material instances. +- [ ] **Give OSM buildings a façade style.** Blosm exposes `scene.blosm.setupScript` (`setup/neoclassical.py` is the example) so a building can carry a real elevation instead of a plain extrusion. Build one style script for the south frontage and one for the north. +- [ ] **Hero façade detail pass.** Ionic capitals and fluting, the parapet motto band and medallions as geometry or decal, window rhythm behind the colonnade, and the three portal flights at their photographed proportions. +- [ ] **El Capitan Theatre (6838) and the retail neighbours.** Model from the 18-frame 5472×3648 reference set; the theatre shares the measured 4.96 m bay rhythm with the temple. +- [ ] Review every façade change with `Tools/render_screenshots.sh` before tagging. +- [ ] Tag `v0.1.4` and write `CHANGELOG.md` entry; then remove this section. + ## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9) ### Character setup diff --git a/Screenshots/README.md b/Screenshots/README.md index dddf1ad..5c1bfef 100644 --- a/Screenshots/README.md +++ b/Screenshots/README.md @@ -27,55 +27,55 @@ add new shots there and delete retired ones from this folder. ## Shots -## review-00-overview.png — Wide scene overview, approval: ☐ pending +## review-00-overview.png — Wide scene overview, approval: ☑ approved 2026-11-07 ![Wide scene overview](review-00-overview.png) Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once. -## review-01-character.png — MPFB mannequin, mid shot, approval: ☐ pending +## review-01-character.png — MPFB mannequin, mid shot, approval: ☑ approved 2026-11-07 ![MPFB mannequin, mid shot](review-01-character.png) The imported MPFB character at eye height from the south. Check the feet meet the plane: the contact shadow joins the soles. -## review-02-scale-cubes.png — Scale cubes, approval: ☐ pending +## review-02-scale-cubes.png — Scale cubes, approval: ☑ approved 2026-11-07 ![Scale cubes](review-02-scale-cubes.png) Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow. -## review-03-player-placement.png — Player pawn placement, approval: ☐ pending +## review-03-player-placement.png — Player pawn placement, approval: ☑ approved 2026-11-07 ![Player pawn placement](review-03-player-placement.png) The pawn the game actually spawns (`AGigLineCharacter`) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands. -## review-04-ground-contact.png — Ground contact detail, approval: ☐ pending +## review-04-ground-contact.png — Ground contact detail, approval: ☑ approved 2026-11-07 ![Ground contact detail](review-04-ground-contact.png) Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring. -## review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☐ pending +## review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☑ approved 2026-11-07 ![review-04-hero-facade-front](review-04-hero-facade-front.png) -## review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☐ pending +## review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☑ approved 2026-11-07 ![review-05-hero-facade-oblique](review-05-hero-facade-oblique.png) -## review-05-shadow-compare.png — Shadow comparison, approval: ☐ pending +## review-05-shadow-compare.png — Shadow comparison, approval: ☑ approved 2026-11-07 ![Shadow comparison](review-05-shadow-compare.png) Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one. -## review-06-hero-portals.png — Hero façade portals, approval: ☐ pending +## review-06-hero-portals.png — Hero façade portals, approval: ☑ approved 2026-11-07 ![Hero façade portals](review-06-hero-portals.png) @@ -83,13 +83,13 @@ New: generated 2026-11-07 after the portals were rebuilt. Eye height at 8 m, fil What this shot is evidence for: that the entrance is three separate openings with individual flights (not the inherited "eight steps, 12 m wide"), and that the facade stands on Z 0 rather than sinking into the ground. -## review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☐ pending +## review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☑ approved 2026-11-07 ![Hero façade, north sidewalk](review-07-hero-facade-front.png) Closer straight-on view from the road side of the building line. -## review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☐ pending +## review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☑ approved 2026-11-07 ![Hero façade, oblique](review-08-hero-facade-oblique.png)