Commit Graph
24 Commits
Author SHA1 Message Date
zwitschi 240bad9af1 lighting: dynamic-only lights so no lighting build is required
The editor warned 'LIGHTING NEEDS TO BE REBUILT' (Build Lighting Only /
BuildLighting) because the sun and sky were Stationary with no baked lightmap.
The demo is a fixed daytime scene lit entirely dynamically, so:

- Config/DefaultEngine.ini: r.AllowStaticLighting=False - nothing to build.
- DemoMap + ReviewMap builders: sun, sky light, height fog and the staged
  mesh components are set to ComponentMobility.MOVABLE.

Also clears the Android File Server SecurityToken in DefaultEngine.ini: the
plugin is disabled and excluded from shipping, and the value is a credential
that must not be committed.

All 14 screenshots re-rendered; no lighting warnings in the build or run logs.
2026-11-07 18:08:49 +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 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 91fd123ab4 repo: allow screenshots in the repository
- Drop the /Screenshots/* gitignore exclusion so review PNGs are committed
  (LFS-tracked) alongside the review README.
- AGENTS.md Visual review: PNGs are now committed, not kept only on disk.
- 13 review/demo screenshots tracked (25 MB LFS).
2026-11-07 15:01:09 +01:00
zwitschi 08ac6a22cc docs: embed thumbnail previews linking to full-size screenshots in README tables 2026-11-07 14:58:31 +01:00
zwitschi 84295a1f03 docs: consolidate screenshot README, drop stale shot refs in roadmap
- Screenshots/README.md: collapsed per-shot blurbs into one approved
  review-map table + one demo-map table; removed the duplicate
  hero-facade-front/oblique entries (leftovers from an old camera list that
  duplicated review-07/08) and the trailing duplicate 'known issues' block.
- Removed the three orphan PNGs (review-03-first-person, review-04/05
  hero-facade) that no longer match the camera list.
- ROADMAP.md: fix stale 'review pending' on character and hero-facade items
  (now approved), and point facade review refs at review-06/07/08.
2026-11-07 14:57:12 +01:00
zwitschi 4401bb2f67 asset: two north-side background buildings across Hollywood Blvd
- TCL Chinese Theatre (6925) and Madame Tussaud's (6933) exported from the
  verified OSM blockout with ue_metric_v1 (export_north_buildings.py), with a
  Y-mirror so they land north of the road, across from the hero facade.
- ue_import_north_buildings.py imports + stages them in the DemoMap as
  North_TCL_Chinese / North_Madame_Tussauds (TCL Y 1802..9431, Tussaud's
  1888..7586; hero at Y -1450, road centreline ~0).
- render_screenshots.sh now also runs the DemoMap capture pass; added a
  demo-north-buildings camera, so the new buildings get a review shot.
- README/roadmap updated; flat facade materials pending the 0.1.4 patch.
2026-11-07 14:28:53 +01:00
zwitschi c11cb4caa4 character: idle standing pose and warm skin, not the grey mannequin
- mpfb_character_export.py: new --pose idle folds the A/T-bind arms down to
  a relaxed standing rest pose (baked via pose.armature_apply before export);
  new make_diffuse synthesizes a warm skin-tone diffuse with a darker
  shorts-suggestive band, replacing the Cycles v2-skin bake that came out
  black and was slow at 1024^2.
- write_png now encodes from img.pixels via numpy (fast) because img.save()
  writes black for an in-memory image.
- Re-exported idle character, re-imported to /Game/Test/Character (138 bones,
  warm M_Character_Export/T_Character_Diffuse); removed stale T_Skin_Diffuse.
- Untracked the review PNGs again: the Screenshots/ gitignore rule had been
  dropped and the parallel session had committed the PNGs, against the
  AGENTS.md 'never commit the PNGs' rule. Restored the ignore rule; only
  Screenshots/README.md stays tracked.
- README/roadmap/memory updated; review-01-character re-pended for approval.
2026-11-07 14:11:06 +01:00
zwitschi 85f2c37834 review: document the three demo map views 2026-11-07 13:17:39 +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 c9278378ee 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.
2026-11-07 12:52:04 +01:00
zwitschi d4af4af90f hero: make the portals real recesses and land the facade on Z 0
The portal detail shot failed for a modelling reason, not a camera reason: the
doors were 0.1 m panels on a solid plinth, so they read as shading. The plinth is
now four piers plus a lintel band, with a 1.2 m reveal, stone jambs and lintels
standing 0.10 m proud and three mullions per opening. review-06 frames them from
8 m at eye height.

Two defects fixed while doing it: the jamb boxes hung 0.15 m below the pavement,
so the facade imported with min Z -15 cm; and a rebuild run against a read-only
.blend silently skipped the save, which is why screenshots kept showing the old
geometry.
2026-11-07 12:46:00 +01:00
zwitschi 5e5e5ae9b4 refs: survey the sibling project and recalibrate the hero facade
Tools/sibling_asset_audit.py reads the sibling security-game project's prop
library straight from the GLB headers: 20 street props, 11.8k triangles, every
one with a Blender source. The 50 .blend sources are copied to
Art/props/blender_src/ with a manifest; nothing is imported into Unreal yet. Its
building meshes are deliberately not taken - they are Godot GLBs built around a
29.6 m facade that this project measured at 25.75 m.

The facade proportions were wrong against the photograph: 5.7 m of blank wall
above the capitals. Entablature is now 3.4 m, parapet 2.2 m, with architrave and
cornice bands and square pedestals, so the elevation reads as layered stone.
2026-11-07 12:20:41 +01:00
zwitschi 52a736bc9f review: drop two orphan shots left by the renamed camera list 2026-11-07 12:08:42 +01:00
zwitschi e46a877556 review: split the rounds into named shots and stage the player pawn
Roadmap gains two sections: 'Review scene and player placement' (this pass) and
'Character development' (follow-on). The camera list is now one table of
(name, location, target) with look-at rotations computed from the pairs, so a
camera cannot drift out of aim when one number changes.

New shots: player-placement (the real pawn, staged in the build script),
ground-contact (knee height, feet on the plane), shadow-compare (floating vs
grounded cube from a low angle), and hero-portals (whole elevation).

The review floor grows to 160 m so the facade stands on ground rather than the
horizon band. Retired: the first-person shot.

Honest gap recorded in the roadmap: the hero portals sit behind the colonnade and
do not resolve from the review floor; that needs a camera on the plinth or a
portal rebuild, not another angle.
2026-11-07 12:08:19 +01:00
zwitschi 0383eabc8e review: put the character on the floor, split the cubes, commit the shots
The review floor was a 5 cm slab centred 50 cm down, so the character floated
1.8 m above it. The floor is now 90 m x 90 m x 10 cm with its top face at Z 0 and
the character measures Z 0..83 cm - feet on the plane.

Two cubes only: A on the ground as the contact/scale reference, B held at 2 m so
its cast shadow separates from the body for comparison. The scale-cubes camera
was still aimed at the old three-cube row and now looks at both from the south.

Screenshots are committed per the owner's instruction, and .gitignore no longer
excludes them.
2026-11-07 12:02:18 +01:00
zwitschi dd683e0ea6 chore: keep review screenshots off the repository
AGENTS.md requires the PNGs to stay on disk with only Screenshots/README.md
tracked. Four shots had been committed; they are removed from the index and the
ignore rule restored, so the next review run cannot add binaries by accident.
2026-11-07 11:42:56 +01:00
zwitschi c5e30d1c36 feat: hero facade blockout for 6840 Hollywood Blvd
Tools/hero_facade_build.py builds the north elevation parametrically and writes
a JSON report naming the evidence behind every part: the 25.75 m frontage and
14.5 m height are measured, the 4.96 m column bay comes from the sibling notes
and matches that frontage, the three portal flights follow the photographs (five
risers, overturning the inherited eight-step, 12 m wide claim), and the rest is
labelled assumption.

Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset
(2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured
building line of /Game/Hollywood/DemoMap.

Two new review shots at review-04 and review-05, both pending approval. Camera
placement cost four renders: the first two sat inside the facade body, and the
frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of
the building line in project terms.
2026-11-07 11:42:29 +01:00
zwitschi 41fd249b8a feat: add visual review screenshots for gameplay overview and character design 2026-11-07 11:14:32 +01:00
zwitschi a0de0a6626 feat: first-person player with Enhanced Input
AGigLineCharacter: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look
scaled in degrees per second (no double DeltaTime), jump. Loaded ahead of a
Blueprint so the demo is playable with no assets wired by hand.

Tools/ue_create_input_assets.py builds /Game/Input headlessly: five 1D actions
and an 11-mapping context. One action per direction instead of per-key modifiers,
because modifier objects do not survive the save path here: a mapping's modifier
array serialises None, and dimensioning a 2D move with per-key axis masks would
need exactly those modifiers. The cost is four action assets rather than two.

Also adds a fourth review camera at eye height and documents it; its approval is
pending.
2026-11-07 10:05:13 +01:00
zwitschi b3815499e0 docs: embed screenshots with markdown image syntax in review README 2026-11-07 09:54:28 +01:00
zwitschi bbb3e147b3 tools: visual-review screenshot pipeline
- AGigLineShotActor (dev-only): walks a fixed camera list in -game mode,
  captures via FScreenshotRequest, quits. Test content only.
- ue_build_review_map.py builds /Game/Test/ReviewMap from current content
  (gray floor, key light, sky, MPFB character, 1 m scale cubes).
- render_screenshots.sh: build map -> run game -> collect PNGs into
  gitignored Screenshots/.
- Screenshots/README.md (committed) describes each capture with approval
  state; AGENTS.md gains the visual-review instructions.
2026-11-07 09:52:10 +01:00