Commit Graph
19 Commits
Author SHA1 Message Date
zwitschi c9d603f754 feat(kit): façade module kit at the 4.96 m bay, assembled onto eight buildings
- Tools/facade_kit_build.py: the reusable kit (pilaster, sill, lintel, window bay,
  shopfront bay, door bay, cornice, parapet + coping) at the measured 4.96 m bay
  and 3.10 m storey; 16 meshes exported per object through the shared preset with
  a JSON part report recording dims and evidence.
- Tools/ue_import_facade_kit.py: imports to /Game/Hollywood/Kit with
  complex-as-simple collision, so thin panes keep their real faces.
- Tools/ue_apply_facade_kit.py: assembles from each building's own bounding box
  (bays = round(width/4.96), storeys above the ground floor) with shopfronts at
  street level, windows above, pilasters on bay boundaries, cornice and parapet at
  the top. Clears a previous application; unique labels per building.
  638 pieces across six frontage buildings and both north buildings.

Two bugs fixed en route: the window piece was modelled entirely at +Y so it sat
inside the solid wall and was invisible (now projects 3 cm proud with glazing
6 cm inset), and clearing materials mid-build invalidated handles.

Screenshots re-rendered; window rhythm now reads (edge transitions per row rose
from flat to ~197 on the spawn view).
2026-11-08 19:12:45 +01:00
zwitschi 73e535a24b feat(materials): generated facade texture maps, sampled world-aligned
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.
2026-11-08 19:04:03 +01:00
zwitschi d6d3d54810 fix(tools): importers clear the read-only LFS bit before saving; 0.1.3 docs refresh (#29)
Merged PR #29: v0.1.3 packaging and setup fixes

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 18:53:48 +01:00
zwitschi ba68dcfdbc feat(hero): v0.1.2 — scale calibration, façade detail, export preset refactor (#28)
Merged PR #28: v0.1.2 — scale calibration, façade detail, export preset

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 18:48:33 +01:00
zwitschi 68d8745534 docs(agents): tooling + architecture-upkeep rules, with tool tests (#24)
Merged PR #24: tooling + architecture-upkeep rules, tool tests

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:25:35 +01:00
zwitschi 52b1212cf3 qa: make the demo walkable — terrain collision root cause, spawn, scripted QA
The reported fall-through was a misdiagnosis: the player never fell. The
imported Terrain_DEM had only a bounding-box simple collision proxy, so a
downward trace anywhere in the block hit the terrain at Z 819 (the mesh
bbox max) and the street sat under an invisible 8 m lid. Standing on that
box looked plausible, which is why it read as working.

- add UGigLineAssetTools (C++): force CTF_UseComplexAsSimple on a static
  mesh. UE 5.8 dropped bUseComplexAsSimpleCollision and Python cannot set
  the flag; the builder also saves the asset, since the flag lives there
  and a map-only save silently reverts it.
- spawn (-13336, -1150, 600): inside the carved corridor (the cut is a
  10.7 m half-width around the road centreline), lands on the road at 456.
- fix ResetToStart returning to the mid-air PlayerStart captured in
  BeginPlay: StartLocation is now captured on the first grounded frame.
- HighResShot 1280x720 instead of "1280 720", which is a multiplier.
- add -qaselftest: scripted walk/reset/pause on a core ticker plus a
  swept ground transect. Results: walk 746 cm/2 s with Z steady, reset
  0 cm from spawn, pause/unpause 1/0, transect 84 samples 0 holes.
- rebase onto main, keeping the frontage materials and placement fixes.
2026-11-08 11:56:19 +01:00
zwitschi 91768a9f74 tools: add screenshot judge script using OpenRouter vision
- Tools/judge_screenshot.py: judges a screenshot against an expected-scene
  description via OpenRouter multimodal image understanding, reading
  OPENROUTER_API_KEY from the ignored .env. --image+--expect for one shot,
  --shots to run every review shot in Screenshots/README.md. Returns a
  {verdict, confidence, reason, missing} JSON.
- Documented in AGENTS.md (Visual review pre-check step) and Tools/README.md;
  recorded the OpenRouter payload format gotcha in MEMORY.md.
2026-11-07 15:57:49 +01:00
zwitschi e48a0cd82b docs: bring every document in line with the current build
README rewritten around the actual state (walkable DemoMap, blockout facades,
planned patches); Tools/README now lists all seventeen tools by role; build.md
gains the content pipeline table and the two enforced rules (one unit conversion,
collision decided at import). Setup gains a content-pipeline row, the toolchain
state notes the demo level exercises the engine path, release checks record the
Blender pre-check that backs traversal, PLAN points at ROADMAP/MEMORY/Screenshots,
and THIRD_PARTY_NOTICES gains rows for the hero facade and the candidate props.

Also fixed the last stale reference to Geo/scripts in MEMORY.md - a sweep found
old paths in six documents after the tool move, which the memory entry now warns
about.
2026-11-07 13:21:10 +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 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
zwitschi 0dab597dc1 refs: Flickr + web search for the hero entrance
common_fetch was out of material, so an OpenRouter web-search call (gpt-5.2,
openrouter:web_search) returned candidate photo pages and page_image_fetch.py
resolved each og:image and downloaded it, recording page URL and hash locally.
Four frames kept, including the clearest entrance view yet.

The frames overturn the inherited 'eight stone steps, 12 m wide': the entrance
is three portals with individual short flights. Recorded as a resolved conflict
with the photographs as evidence.
2026-11-07 00:21:53 +01:00
zwitschi b8f5a062ac refs: pull the Commons categories for the Masonic Temple and El Capitan
A text search had stopped surfacing new material, so commons_fetch.py gained
--category. Category:Hollywood Masonic Temple and Category:El Capitan Theater
yielded 32 more frames locally, including 4-5k px frontal façades, a 2019
street-level shot of both buildings together, the 1922 postcard, and the first
oblique evidence for the 6806-6822 retail run. 68 local images total, none
committed. A clean sidewalk-level frame of the hero entry is still absent.
2026-11-07 00:09:49 +01:00
zwitschi 72de657202 docs: record the second reference pass and its gaps
Five usable sets added locally (hero daytime façades, the El Capitan Theatre
block, night premiere staging, Ovation Hollywood, and the Lee Drug neighbour) —
41 images total, none committed. Records what remains missing: a sidewalk-level
frame of the hero entry, the 6806-6822 retail run, and a night frame of 6840
itself rather than its neighbour.

commons_fetch.py now survives a throttled download instead of discarding the
rest of the batch, and takes --delay.
2026-11-06 23:56:51 +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
zwitschi d42e39faa9 feat: road, kerbs, and sidewalks on the DEM
Tools/street_mesh.py builds the corridor in the project frame from the measured
profile: carriageway -10.5..+10.5 m, kerbs 0.15 m (0.13 m as built), sidewalks
4.0 m south and 5.3 m north, all elevations sampled from the DEM. Kerbs flush at
the three signalised crossings. Crown at mid-block reproduces the cross-sections
to the centimetre.
2026-11-06 23:45:28 +01:00
zwitschi bf23a27939 feat: headless Blosm blockout of the demo block
Tools/blosm_blockout.py imports the committed extract in 3Dsimple mode and
reports per-building dimensions so a units failure is visible in the log. The
result (87 meshes) is committed as the blockout baseline: hero 25.68 x 54.88 x
14.50 m against 25.75 x 54.88 m of OSM geometry, so the import is 1:1 metres.

Two headless defects needed working around: the asset-directory check that
fires before mode is honoured, and an empty default-level table sending the
add-on down a broken relative import. Member fetching stays off so the import
does not depend on Overpass.
2026-11-06 23:33:41 +01:00
zwitschi 74e64a374e docs: list the reference fetcher in Tools/README 2026-11-06 22:05:05 +01:00
zwitschi e95ba033be docs: correct the LFS trap and add Tools/check-lfs.sh
The lfs filter is inactive until 'git lfs install' writes filter.lfs.*, and a
matched file is then stored as a plain blob without any warning. Document that
instead of the wrong claim that git add fails, and add a guard script.
2026-11-06 21:21:32 +01:00
zwitschi eceaff1397 chore: scaffold repository and record 0.1.0 setup state
Create Game/, Art/, Geo/, Tools/, Docs/ with LFS and ignore rules, record the
workstation audit, toolchain pins, setup checklist, release checks, and
licensing policy. ROADMAP 0.1.0 environment tasks marked to match verified state.
2026-11-06 21:20:57 +01:00