Commit Graph
5 Commits
Author SHA1 Message Date
zwitschi accf3a5306 lighting: fixed daytime rig, real surface materials, dynamic lights
Completes "Fixed daytime lighting and basic ambience" for 0.1.0. All 14
screenshots approved by the owner.

Lighting rig (Tools/ue_build_demo_map.py):
- Sun pitch -50 / yaw 120, intensity 4, warm (255/245/230), atmosphere sun light
- Sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008)
- Unbound post-process volume with fixed exposure (min == max brightness) so a
  shot cannot wash out or crush to black depending on how much sky it frames
- Dynamic-only: r.AllowStaticLighting=False plus MOVABLE lights and mesh
  components, so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer
  fires and nothing needs baking

Bugs found and fixed on the way:
- Blender diffuse colours do not survive the FBX -> Unreal import: every site
  material arrived white and the terrain arrived with WorldGridMaterial, which
  is what actually made the scene look blown out. The demo builder now creates
  and assigns M_Asphalt, M_Concrete, M_Ground and M_RoadPaint.
- Only one of the three crossings reached the game: each zebra band was its own
  object, so Blender renamed the duplicates .001/.002 and exact-name site
  assembly skipped them. All bands are now one Crossing_Markings mesh.
- Demo cameras: street-level sat inside the facade body (rendering its unlit
  back face) and the crossing camera aimed at the s=36.6 crossing instead of
  the designated s=130.1 (UE X -14956).
- The terrain had no material and imported as a bright default grid.
- Cleared a committed Android File Server SecurityToken (plugin disabled and
  shipping-excluded; the value must stay empty).

Docs:
- Screenshots/README.md: one consolidated table for all 14 shots with map,
  camera view and description; all approved.
- MEMORY.md: records the material-import, exposure, light_color struct,
  band-naming, camera-bounds and lighting-build traps.
- TODO.md: lighting item marked done.

Squash of branch gameplay-lighting-0.1.0 (PR #3).
2026-11-07 18:22:19 +01:00
zwitschi bc2e421d33 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).
2026-11-07 15:46:45 +01:00
zwitschi cf392a02f7 gameplay: walkable demo map, reset and pause
Tools/ue_build_demo_map.py builds /Game/Hollywood/DemoMap: sun, sky, the hero
facade on the building line, six site meshes imported with collision, and a
player start on the north sidewalk. Tools/ue_import_site.py imports the site
FBXs; terrain, road and sidewalks use complex-as-simple so a simple hull cannot
ramp over the kerbs. Art/blender/site/export_site_fbx.py exports one FBX per
object so each can carry its own collision.

Reset (R) and pause (Escape) join the character and the input context: reset
restores the spawn transform and clears momentum, pause is a real game pause that
releases the cursor. DefaultInput.ini captures the mouse on launch.

Three placement defects found by measuring the imported actors rather than
trusting the plan: the spawn was on the wrong sidewalk because the FBX flip
inverts north, a mirror I added to the exporter double-corrected an already
correct sidewalk, and the street meshes only carry part of the north walk - the
rest is terrain.
2026-11-07 13:17:24 +01:00
zwitschi 386d4bee78 geo: one tool directory, one unit boundary, per-asset provenance
Geo/tools/ is now every geographic script, with Geo/README.md documenting each
one; the Blender-side builders moved beside their outputs in Art/blender/*/ and
import their helpers from Geo/tools/osm_common.py.

That module gains to_unreal_local() and to_blender_local(): the only place in the
repository that multiplies metres by 100, so a second silent scale cannot be
introduced. block_height_report.py adds height provenance for the block — 3 of
15 buildings have no height data and render at a placeholder 6.4 m.
asset_metadata.py writes and audits <asset>.geo.json sidecars; four now exist
(hero-facade, terrain, street, blockout) and the audit recomputes each centre from
the origin, failing anything that disagrees.
2026-11-07 12:28:26 +01:00
zwitschi cc209cde01 feat: assemble the site and pre-check walkability
site-2026-11-06.blend gathers terrain, street and blockout into categorised
collections: 281 objects, ~58k triangles. A downward raycast on a 1 m grid along
both sidewalks and the designated crossing finds no holes, so nothing drops the
player on either side. Two steps are flagged: 15.8 cm at the sidewalk's outer
terrain seam and 10-13 cm ramps at the crossing flush transitions, steeper than
a real 8% ramp.

Sampling is projected through PROJ: placing points with the OSM spherical
approximation put them metres off the UTM meshes and reported 91 phantom holes.
2026-11-06 23:48:02 +01:00