feat(kit): façade module kit at the 4.96 m bay, assembled onto eight buildings
- Tools/facade_kit_build.py: the reusable kit (pilaster, sill, lintel, window bay, shopfront bay, door bay, cornice, parapet + coping) at the measured 4.96 m bay and 3.10 m storey; 16 meshes exported per object through the shared preset with a JSON part report recording dims and evidence. - Tools/ue_import_facade_kit.py: imports to /Game/Hollywood/Kit with complex-as-simple collision, so thin panes keep their real faces. - Tools/ue_apply_facade_kit.py: assembles from each building's own bounding box (bays = round(width/4.96), storeys above the ground floor) with shopfronts at street level, windows above, pilasters on bay boundaries, cornice and parapet at the top. Clears a previous application; unique labels per building. 638 pieces across six frontage buildings and both north buildings. Two bugs fixed en route: the window piece was modelled entirely at +Y so it sat inside the solid wall and was invisible (now projects 3 cm proud with glazing 6 cm inset), and clearing materials mid-build invalidated handles. Screenshots re-rendered; window rhythm now reads (edge transitions per row rose from flat to ~197 on the spawn view).
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@@ -568,3 +568,26 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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- The script needs `ROOT` in `ue_build_demo_map.py` and `sys` imported; forgetting
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either fails with `NameError` and an exit code of 0 from the commandlet (always
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read the result file under /tmp/gigline).
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## 2026-11-09 — façade module kit (0.1.4)
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- `Tools/facade_kit_build.py` builds the kit at the measured **4.96 m bay** and
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**3.10 m storey**: pilaster, sill, lintel, window bay, shopfront bay, door bay,
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cornice, parapet + coping = 16 meshes, exported per-object with
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`fbx_export_preset` plus a JSON part report (dims + evidence per piece).
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- `Tools/ue_import_facade_kit.py` → `/Game/Hollywood/Kit/*`, complex-as-simple
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collision (a convex hull would fence off the shopfront glazing).
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- `Tools/ue_apply_facade_kit.py` lays the kit out from each building's own bbox:
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`bays = round(width / 496 cm)`, storeys from height minus the 310 cm ground
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floor. **638 pieces** over six frontage buildings + both north buildings.
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- **Bug worth remembering:** the first window piece was modelled entirely at +Y
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(into the wall), so every window sat *inside* the solid blockout wall and was
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invisible in every render while the placement maths looked right. The kit now
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projects the surround 3 cm proud with the glazing 6 cm behind its face — a
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solid-wall blockout cannot carry a real recess, so the piece has to project.
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- Blender gotcha: clearing the scene *including materials* invalidates handles
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already taken ("StructRNA of type Material has been removed"); clear objects and
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orphan meshes only, and create the material after the clear.
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- The kit meshes are spawned at the world origin with their position baked into
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the mesh (like the frontage exports), so placement uses the bbox directly and
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must not add the actor location.
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