The 0.1.2 blockout regeneration ran without --origin, so Blosm centred on the
extract instead of fitting the project frame. The frontage shifted ~119 m in X and
~2.4 m in Y and the hero fell outside the 6902/6838 gap - the verified placement
was silently undone, while every render still looked like a plausible block.
- Blockout regenerated with --origin 34.101545,-118.338718 (affine residual 0.0 cm);
frontage and north buildings re-exported and re-imported.
- Verified spans restored: 6922 -24276..-17700, 6902 -17749..-14591, hero
-14644..-12028 between them, theatre -12082..-8210, TCL -22889..-18442,
Tussaud's -27071..-22799.
- ue_apply_facade_kit now uses get_actor_bounds() (world space). It had used the
static mesh bounding box, which is building-line-local, so every kit piece was
placed ~12 km east of its building in empty ground.
- ue_import_north_buildings.py was missing 'import sys' (NameError, exit 255,
import silently skipped) - the same trap as the hero importer.
- Kit re-applied: 625 pieces across eight buildings; packaged QA still PASS
(walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
New Tools/generate_facade_textures.py: deterministic, stdlib-only PNG generator for
four facade surface sets (ashlar stone, stucco, asphalt, concrete), each as base
colour (_BC) plus roughness (_R). Pure zlib encoder and hash-based value noise, so
re-running produces byte-identical files (verified by md5sum); ~14 s for eight 512²
maps.
ue_build_demo_map.py imports them into /Game/Hollywood/Textures and samples them
world-aligned: WorldPosition (cm) * 1/tile_cm -> ComponentMask(R,G) -> TextureSample
UVs, with per-material tile sizes (stone 440, stucco 260, asphalt 900, concrete
250 cm). A textured material skips the graph coursing deliberately - overlaying both
would double the course pattern.
Textures imported 8/8, hero 4/4 slots assigned, map saved; screenshots re-rendered.