Commit Graph
8 Commits
Author SHA1 Message Date
zwitschi 04081ed178 docs: consolidate screenshot table, mark all shots approved
- Screenshots/README.md: one table for all 14 shots (review + demo) with an
  index, the map each came from, camera view and description; all approved
  2026-11-07 by the owner. Scene conventions now document both maps and the
  dynamic-only lighting setup.
- TODO.md: Fixed daytime lighting marked done; the stale 'corridor renders
  near-black' note on the crossing item updated.
2026-11-07 18:16:12 +01:00
zwitschi 830ce596fa lighting: fixed daytime rig, real surface materials, crossing fix
Fixed daytime lighting and basic ambience for the DemoMap:

- Sun pitch -50 / yaw 120 (intensity 4, warm), sky light 2.6 with real-time
  capture, sky atmosphere, height fog, and an unbound post-process volume with
  fixed exposure (min = max brightness) so no shot washes out or crushes to
  black depending on how much sky it frames.
- Root cause of the washed-out look was NOT the sun: Blender's flat diffuse
  colours do not survive the FBX->Unreal import. Every site material arrived
  white and the terrain arrived with WorldGridMaterial. The demo builder now
  creates and assigns M_Asphalt / M_Concrete / M_Ground / M_RoadPaint.
- Crossing fix: each zebra band was its own object, so Blender renamed the
  duplicates .001/.002 and site assembly (exact-name append) kept only one.
  All bands are now a single Crossing_Markings mesh (36 verts, 3 bands).
- Terrain gets a Ground_Earth material in the builder so it stops importing
  as a white grid.
- Demo cameras: street-level no longer sits inside the facade body (was
  rendering its back face), and the crossing camera aims at the designated
  s=130.1 crossing (UE X -14956) looking along the crosswalk.

Screenshots re-rendered; the four demo views are marked needs-review for the
owner's approval. MEMORY.md records the material-import, exposure,
light_color, band-naming and camera-bounds traps.
2026-11-07 17:56:21 +01:00
zwitschi 121c0398b0 todo: demo level closed; claim Fixed daytime lighting on gameplay-lighting-0.1.0 2026-11-07 16:59:04 +01:00
zwitschi c9e933376c review: restore character + cubes in ReviewMap, re-render all shots
Root cause of the empty review frames: EditorLevelLibrary.load_level/new_level
are deprecated no-ops in -nullrhi commandlets, so staged actors landed in the
current world and got saved over the wrong map. Switched both map builders to
the LevelEditorSubsystem and reordered the review builder to save ReviewMap
before the DemoMap section (the switch-back to a map that only exists in
memory silently failed, writing demo content over ReviewMap).

Rebuilt both maps, re-rendered every screenshot; user visual check passed.
Screenshots/README.md cube naming corrected (A grounded, B floating), approval
states updated; TODO.md visual-review notes closed. MEMORY.md records the
deprecated-call and save-order traps.
2026-11-07 16:23:59 +01:00
zwitschi 54b62395b8 docs: crossing done pending review; record LFS-lockable and normals traps 2026-11-07 15:47:40 +01:00
zwitschi 985dfcbac7 npc: AGigLineNPCPerson prefab + stable-named screenshots
- New C++ AGigLineNPCPerson: reusable NPC/pedestrian prefab built on the MPFB
  human. ACharacter capsule half-height 83 cm (total 1.66 m, head top ~1.66 m
  so a 1.60 m camera doesn't clip), the character skeletal mesh on the built-in
  mesh as the visible body (feet on Z 0), AutoPossessAI for 0.5.0 pedestrians.
  Staged at Z 0 in the review scene; captured as review-npc-prefab.png.
- AGigLineShotActor now names screenshots by stable camera name (no list-index
  prefix): inserting or reordering cameras no longer renumbers files or orphans
  the old ones. Re-rendered all review/demo shots with stable names.
- ue_build_review_map.py: chmod the target .umap before save_map (git marks maps
  444 on checkout, silently making save_map return False and dropping stages).
- Screenshots/README.md, ROADMAP, TODO updated for the prefab + stable names.
- DemoMap.umap rebuilt by the render pipeline (north buildings + demo cameras).
2026-11-07 15:28:42 +01:00
zwitschi eb614fe035 todo: claim Gameplay section on branch gameplay-crossing-0.1.0 2026-11-07 15:23:06 +01:00
zwitschi 5ab8b556f3 docs: move task list to TODO.md and keep ROADMAP.md as plan
Split the former ROADMAP.md checklists into TODO.md, which now holds
all actionable work and progress marks. ROADMAP.md keeps milestone
goals, scope, and release gates as prose with no checkboxes.

Update AGENTS.md, Docs/, Geo/README.md, MEMORY.md, and README.md to
point to the new file roles.
2026-11-07 15:17:10 +01:00