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 by Tools/export_block_frontage.py,
imported to /Game/Hollywood/Frontage/ and staged by the demo builder with the
look material set (stone for the theatres, stucco for the retail run).

Adding neighbours exposed a pre-existing placement bug that was invisible while
the hero facade stood alone in an empty field:

- UE south is +Y here (south sidewalk Y +718..+1447), but the hero sat at
  Y -1450 on the NORTH side of the street.
- It was also at X -12024..-9420, 26 m east of the 6840 footprint; the frontage
  gap between 6902 and 6838 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; the frontage
and north-building exporters no longer apply 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 silhouetting.

Result: the demo is a street - continuous south frontage with the hero in it,
both sidewalks, the road with the designated crossing, and the north-side
buildings across the road.

Screenshots re-rendered and approved by the owner.

Squash of branch frontage-block-0.1.0 (PR #6).
This commit is contained in:
zwitschi committed 2026-11-08 09:20:11 +01:00
1 parent 62a41bf904
commit fee26ade10
41 files changed
+330 -83

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+45 -7
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@@ -146,7 +146,7 @@ def build():
log(f"could not create {MAP}")
return
removed = clear(("Demo_", "PlayerStart", "Hero_Facade"))
removed = clear(("Demo_", "PlayerStart", "Hero_Facade", "Frontage_"))
log(f"cleared {removed} previous demo actors")
# --- lighting: fixed daytime ------------------------------------------
@@ -162,7 +162,7 @@ def build():
# 3. Ambience. A height fog gives the street depth and hides the terrain
# edge that otherwise reads as a black band at the horizon.
sun = spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 2000), "Demo_Sun",
unreal.Rotator(pitch=-50.0, yaw=120.0, roll=0.0))
unreal.Rotator(pitch=-62.0, yaw=120.0, roll=0.0))
if sun:
comp = sun.get_component_by_class(unreal.DirectionalLightComponent)
if comp:
@@ -181,7 +181,7 @@ def build():
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
except Exception as exc: # noqa: BLE001
log(f"sun mobility not set: {exc!r}")
log("staged: Demo_Sun (pitch -50, yaw 120, intensity 4, warm)")
log("staged: Demo_Sun (pitch -62, yaw 120, intensity 4, warm; higher sun so both frontages read)")
sky = spawn(unreal.SkyLight, unreal.Vector(0, 0, 2000), "Demo_SkyLight")
if sky:
@@ -246,9 +246,14 @@ def build():
log("staged: Demo_PostProcess (fixed exposure, min=max brightness 1.0)")
# --- hero facade on the measured building line ------------------------
# Hero placement, corrected 2026-11-07 when the neighbouring frontage was
# added: UE south is +Y (the south sidewalk is Y +718..+1447) and the block
# frontage sits at X -24276..-12082 with a gap at -14591..-12082 for 6840.
# The old (-10722.5, -1443) put the facade 26 m east of its footprint and on
# the NORTH side of the street, which only looked right while it stood alone.
hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
if hero:
actor = spawn(unreal.StaticMeshActor, unreal.Vector(-10722.5, -1443.0, 0.0), "Hero_Facade")
actor = spawn(unreal.StaticMeshActor, unreal.Vector(-13336.0, 1307.0, 0.0), "Hero_Facade")
if actor:
actor.static_mesh_component.set_static_mesh(hero)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.MOVABLE)
@@ -323,14 +328,47 @@ def build():
assigned += 1
log(f"assigned look materials to {assigned} facade/background actors")
# --- surrounding block frontage ---------------------------------------
# The other five south-side buildings verified for the block
# (Geo/verification/2026-11-06-el-capitan-block.md), exported in place from
# the OSM blockout with a Y mirror so they sit on the south side with the
# hero. The 6840 site itself is the hand-modelled SM_HeroFacade above.
FRONTAGE = (
("SM_Hollywood_6922", "6922"),
("SM_Hollywood_6902", "6902"),
("SM_ElCapitanTheatre", "6838 El Capitan Theatre"),
("SM_Budget_6822", "6822 Budget"),
("SM_Hollywood_6806", "6806-6820"),
("SM_LeeDrug_6800", "6800 Lee Drug"),
)
staged_frontage = 0
for asset_name, label in FRONTAGE:
mesh = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Frontage/{asset_name}")
if mesh is None:
log(f"MISSING frontage {asset_name} — run Tools/ue_import_block_frontage.py")
continue
actor = spawn(unreal.StaticMeshActor, unreal.Vector(0, 0, 0), f"Frontage_{asset_name}")
if actor:
comp = actor.static_mesh_component
comp.set_static_mesh(mesh)
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
# The two theatre buildings read as stone; the retail run as stucco.
mat_name = "M_FacadeStone" if "Theatre" in asset_name else "M_Stucco"
if mat_name in built:
comp.set_material(0, built[mat_name])
staged_frontage += 1
log(f"staged {staged_frontage} frontage buildings")
# --- player start: north sidewalk, facing the hero frontage -------------
# Signs were measured from the imported meshes rather than assumed: the FBX
# preset flips north, so in Unreal the road spans Y -1382..+1047, the NORTH
# sidewalk is at Y -1912..-1053 and the SOUTH sidewalk at Y +718..+1447. The
# facade stands at Y -1450. Stand on the north sidewalk and look north (-Y).
spawn(unreal.PlayerStart, unreal.Vector(-10722.5, -3500.0, 120.0), "Demo_PlayerStart",
unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0))
log("staged: Demo_PlayerStart on the north sidewalk facing south")
# North sidewalk (Y -1912..-1053), facing south (+Y) across the road at the
# hero on the south side. Yaw 90 looks along +Y.
spawn(unreal.PlayerStart, unreal.Vector(-13336.0, -1700.0, 120.0), "Demo_PlayerStart",
unreal.Rotator(pitch=0.0, yaw=90.0, roll=0.0))
log("staged: Demo_PlayerStart on the north sidewalk facing south (+Y)")
# A lockable LFS .umap checks out read-only, which makes save_map silently
# return False — chmod u+w first or the staged actors never persist.