Commit Graph
81 Commits
Author SHA1 Message Date
zwitschi 33f8139cb2 feat(hero): stepped medallion relief, seated on the parapet face
The medallions were not just flat - they were buried. seat_on_front put
Hero_Medallion at offset 0.08 (front Y -0.42) while the 1.2 m-deep parapet stands
at Y -0.15, so both discs sat inside the parapet and never rendered. The motto
band and surround have the same burial (offset 0.06) and are a separate follow-up.

- Three stepped layers per medallion with per-layer prefixes so seat_on_front gives
  each its own stand-off: Rim (0.55 m, dark, offset 0.36 -> Y -0.14), Field
  (0.38 m, light, offset 0.43 -> Y -0.07), Boss (0.15 m, dark, offset 0.50 -> Y 0.00).
  A single Hero_Medallion prefix would both flatten the relief and (via startswith)
  swallow the specific prefixes, so it is removed.
- Moved from +/-6.2 (inside the inscription text, which spans +/-6.87) to +/-9.8.
- Fixed Tools/review/hero_iterate.sh, which still had the pre-tools-move
  'cd dirname/..' and landed in Tools/ instead of the repo root.

Rendered and judged; the advisory two-model judge (no, 0.93) no longer flags the
medallions. Owner review pending.
2026-11-10 15:04:48 +01:00
zwitschi 1d57ed477d feat(hero): carved inscription across the attic
The reference's most distinctive architectural feature is three lines of incised capitals across the attic.
inscription() lays 112 letter marks in three lines, in the shadow stone so they read as dark incisions at 45 m
rather than disappearing into a same-colour relief - which is exactly what the first attempt did.

Positioning was the lesson: the parapet is 1.2 m deep and stands in FRONT of the wall plane, so marks seated on
FRONT_Y were hidden behind it and rendered invisible. They are now seated on the parapet face (FRONT_Y + 0.40),
which is where the reference puts the lettering too.

Still open in the architectural pass, recorded in TODO.md: medallion relief (the discs are flush and empty),
banner lettering (needs a texture, not geometry), and depth on the capitals and window grilles.

Rows 4-6 re-rendered and pending.
2026-11-10 14:25:04 +01:00
zwitschi 2dac1d0921 fix(hero): pale marble-limestone stone at the reference's value, per the owner's note
The owner rejected the previous pass on three counts - too saturated, too dark, and the albedo was wrong for the
building. All three were true, and the reason the colour work kept missing is that the albedo never reached the
material: import_albedo() resolved the repository root one level short after the tools move, so every 'stone'
render was the flat tint alone. That is fixed first.

Then measured instead of guessed: the reference's sunlit stone samples sRGB ~0.49 (linear ~0.19), attic
highlight ~0.75, shaded recess ~0.43, and it is nearly neutral, not warm. New albedo generated for a pale
low-contrast marble-limestone ashlar (two checkpoints compared, AlbedoBase won) and the tint moved to
(0.47, 0.455, 0.43) with the shadow at (0.30, 0.29, 0.27), which lands lit stone around 0.62 sRGB - brighter
than the last pass and close to the photographs.

The elevation now reads as pale, low-saturation concrete/marble with thin-jointed ashlar. Row 4-6 re-rendered
and pending. The architectural pass the owner also asked for - carved inscription, medallions, banner lettering,
capital and grille depth - is untouched and recorded as the next step.

THIRD_PARTY_NOTICES carries the new seed and prompt.
2026-11-10 14:17:27 +01:00
zwitschi ff9eb0a4ad fix(hero): the albedo renders - two blockers, both at the map level
The generated ashlar albedo never showed for two reasons that had nothing to do with the material graph,
which was verified correct the whole time (TextureSampleParameter2D -> Multiply -> Base Color, colour sampler,
texture set, 6x UV tiling):

1. **The map overrode every hero slot.** The generic per-slot material pass in ue_build_demo_map.py assigned
   the facade KIT's flat stone to every actor whose slot names looked like stone, banner, glass - including
   Hero_Facade. Whatever the import authored was replaced at map build time. The hero is now excluded and gets
   its own materials.
2. **Mesh slot assignment does not persist.** Assigning to mesh.get_editor_property('static_materials') returns a
   copy; after a reload the mesh still pointed at the original imported materials (measured twice). Component
   level overrides do persist in the saved map, so apply_hero_materials() sets them in both builders.

The elevation now renders as coursed, grainy warm limestone with banners, window bays and recessed portals.

Rows 4-6 re-rendered and pending review; the comparison plate is regenerated. Still missing against the
reference: carved inscription, medallion relief, banner lettering, crimson banner tone. The two-model judge
returns no/no (0.90/0.95) - it wants the text and detail that are still absent, which is at least the right
complaint this time.
2026-11-10 13:57:57 +01:00
zwitschi 9a444418e6 docs(todo): the 409-actor map is the fixed one, not the broken one
Investigated the count difference from the e2e run and it is the opposite of a regression. The rebuilt map
holds 409 actors: 72 site meshes, 310 facade-kit pieces (the kit tool reports 'placed 310 kit pieces'), six
frontage buildings, lights, cameras and the player start. The previous 600 carried the duplicated staging that
the prefix-only clear used to leave behind; ue_audit_scene.py on the new map reports 0 failures and no
duplicate actor labels.

Captures were re-rendered against this map.
2026-11-10 13:39:38 +01:00
zwitschi dbb42322ff fix(tools): make the e2e chain actually run after the move, and record what it found
The e2e asset check now completes: PASS on all six steps - empty maps 9 s, demo build 10 s, review build 9 s,
captures 80 s, judge 388 s, review file. Four breakages from the folder move had to be fixed first:

- ue_placement and ue_common are siblings of the scripts that import them, but the rewrite put only the tools
  root on sys.path, so every Unreal commandlet died with ModuleNotFoundError. Both paths are inserted now.
- render_screenshots.sh resolved the repository root one level up, so commandlet paths became Tools/Tools/...
  and the capture step failed in 0 s.
- the driver treated a result file left by an earlier run as success, which is how a ten-second 'demo build'
  passed without building. Result files are unlinked before each step and child output streams to a per-step
  log file rather than a pipe.
- two editors on one project hang instead of failing, so the driver refuses to start while one is running.

Also corrects ue_recreate_maps.py: LevelEditorSubsystem.new_level() refuses a path whose package is still in
memory and delete_asset() leaves the file on disk, measured create->delete->create returning False. The step
now loads each map, destroys every actor, saves, and reports the count it left (0), which is the property the
builders actually need.

Open question recorded in TODO.md: the rebuilt map holds 409 actors and 613 KB against 600 and 886 KB before,
and the ~190 missing ones look like the facade-kit and theatre-trim placements that run as separate steps.
2026-11-10 13:37:21 +01:00
zwitschi 24f1e682fe fix(maps): restore both maps that the aborted e2e run had emptied
The e2e check recreates the maps as empty levels by design, and the run was cancelled while it was still
rebuilding DemoMap. The commit that followed swept the empty 159 KB map into git, replacing the populated
886 KB one.

Both maps are restored from f681d83, the last commit that had them built. The recreate step stays in the
toolchain - it is correct - but it must never be committed mid-run: the maps are only valid content after the
builders have saved them again.
2026-11-10 13:00:09 +01:00
zwitschi 4d27109668 refactor(tools): group the sixty scripts by what they talk to
One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:

  Tools/unreal/    commandlets and the two map builders, with ue_common.py and ue_placement.py as the
                   shared imports (they need the engine)
  Tools/blender/   builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
                   (they need the Blender Flatpak)
  Tools/review/    the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
                   build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
                   visual_targets.json
  Tools/gen/       image and texture generation: the ComfyUI driver, deterministic texture writers,
                   reference fetching
  Tools/input/     OS-level input injection
  root             _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/

Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.

51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.

Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
2026-11-10 12:40:30 +01:00
zwitschi f681d83736 feat(hero): generate the stone albedo with the new texture tool, import it, wire it into the material
Used the workflow integration from the previous step for real: generated a warm limestone ashlar albedo
with two profiles compared (AlbedoBase 17.04 vs Krea-2 13.90, AlbedoBase won), saved it as
Art/textures/generated/T_FacadeAshlar_AI.png beside its provenance sidecar, and imported it to
/Game/Hollywood/Textures.

ue_hero_facade_import.py now imports that albedo and, for the two stone slots, builds a material with
TextureSampleParameter2D -> Multiply(tint) -> Base Color, tiling the UVs 6x, so the map carries the coursing
and the tint keeps the value inside the reference's range.

Two real bugs fixed on the way:

- the albedo path was resolved against unreal.Paths.project_dir() (Game/GigLine), not the repository root, so
  the import silently skipped;
- the authored materials were never saved - only the mesh was - so after a reload the slots pointed at
  nothing and the elevation fell back to one default colour.

Honest status: the nodes are verified present and saved (Constant3Vector, TextureSampleParameter2D,
TextureCoordinate, Multiply) and the source mesh has UVs, but the render still shows the flat tint. Recorded
in TODO.md with the next probe: read the compiled Base Color pin instead of the node list.

THIRD_PARTY_NOTICES.md gains the AlbedoBase row (commercial use, credit required).
2026-11-10 11:58:39 +01:00
zwitschi bf7dfe1052 feat(hero): sandstone, banners and recessed portals - the material was the missing link
Iterated the loop five times against Art/reference/hero-masonic/. What took the iterations was the material,
not the geometry:

- M_FacadeStone in /Game/Hollywood/Site is the KIT stone; the hero does not use it, so warming it changed
  nothing.
- The hero's materials come from the FBX and live at /Game/Hollywood/ElCapitan/M_Facade_*. Unreal keeps an
  existing material asset when an FBX referencing it is re-imported, so a Blender colour change never
  arrived.
- Deleting those materials before the import broke the mesh's slots: one colour, no banners, no windows.

The working step is tint_imported_materials(): import normally, then author one plain Constant3Vector
material per facade slot with the colour sampled from the reference, and assign it to the matching slot. The
elevation is now warm sandstone with ashlar coursing, three red banners, two window bands and three recessed
portals with steps.

Also: the portal's solid stone reveal z-fought with the door leaf and read as stripes, so the recess is
carried by jambs, lintel and shadow; banners are 1.35 x 6.2 m hung from 7.2 m instead of 1.55 x 5.4.

Loop iteration 5 verdict is still 'no': it wants the carved inscription, medallion relief, a crimson banner
tone and visible window grilles - all recorded as the next iteration. Rows 4-6 are pending review with the
new captures and two comparison plates.
2026-11-10 09:05:48 +01:00
zwitschi 61dd28bc89 feat(hero): one-command iteration loop, first judged pass, comparison plates
Tools/hero_iterate.sh runs the whole chain - chmod the Blender files, build, import, render, judge, plate -
and fails loudly at each step with its log under /tmp/gigline. Tools/hero_compare.py builds the side-by-side
plate (reference | rendered, one height, labelled); two are committed for review.

This pass: the stone is warmer in Blender (0.66/0.60/0.48 against the near-white blockout) and the banners are
1.35 x 6.2 m hung from 7.2 m, matching the reference proportion instead of the 1.55 x 5.4 that sat too low and
too fat.

Iteration 1 judge verdict, confidence 0.9: lacks warm sandstone, lacks fluted column detail, banners wrong,
no doorways, no inscription or medallions. Checked against the plate, two of those are wrong (120 flute
strips exist and cast shadows; three 1.2 m deep doorways with steps exist and read black) and three are real.
The split is recorded in TODO.md with the next action for each - the important one being that the stone colour
must change in the UE material (ue_hero_facade_import.py), not in the Blender material, which the render does
not use.
2026-11-10 08:28:06 +01:00
zwitschi 670c692c43 chore: make the Blender files writable and commit the regenerated asset state
Every .blend under Art/ was read-only from the checkout, and a Blender save then fails with 'Cannot save
blend file ... is not writable'. In Tools/hero_facade_build.py the save runs BEFORE the FBX export, so the
old FBX was silently reused and a build could look successful while changing nothing. All 20 .blend and
.blend1 files are now writable and 'find Art -name *.blend ! -perm -u+w' returns nothing.

Re-rendered the full capture set afterwards. The pixels are unchanged, which is the expected result and worth
writing down: render_screenshots.sh renders the IMPORTED Unreal assets, so a Blender change needs
build -> import -> render. Chmod alone cannot change an image.

Also commits the asset state today's imports and the collision-hull clearing produced (67 site meshes, 8
textures, 6 theatre meshes, the demo map), after verifying the walkable demo is unaffected: the player still
stands on Sidewalk_North_07 at 158 cm with feet at 161.
2026-11-10 08:11:13 +01:00
zwitschi 03ef4dc945 feat(hero): first pass from the masonic-temple reference folder
Art/reference/hero-masonic/ (15 images, git-ignored) replaces the single Wikimedia photo as the source of
truth. Two front elevations drive this pass: 02-masonictemple01.jpg, a clean street-level frontal, and
06-el-capitan-theater-frontal-fachade.jpg; 05-hollywoodmasonictemple-1922.jpg records the original masonry.

Changes:

- the blank Hero_Stylobate_LintelBand across the portals is removed - the reference has open doorways with
  steps, and they now read as three dark openings with banners above them;
- rustication(): five ashlar courses from the pavement to the portal heads, 4 cm joints proud of the wall;
- balustrade(): bottom rail, top rail and 38 balusters along the roof edge, where the reference shows a
  cresting and railing.

Still missing against the same references, and recorded: warm sandstone instead of flat pale stone, lattice
grilles in the window bays, the carved inscription, and medallions that do not read at distance.

The blend is read-only after a checkout - chmod u+w first or the save fails silently and the FBX is never
written, which happened once here.

Rows 4-6 re-rendered and pending review.
2026-11-10 08:08:01 +01:00
zwitschi 7b9a7a3867 fix(hero): seat the façade detail on the wall, so it renders at all
The three hero captures showed a plain block with six columns because every applied detail sat BEHIND the
wall's front face, inside the solid mass:

  Hero_Banner_1   y -1.08..-1.02   (55 cm inside)
  Hero_Portal_1   y -2.35..-1.15   (2 m inside)
  Hero_Window_1_1 y -0.60..-0.52   (2 cm inside)

The colonnade, cornice and dentils happened to protrude, which is exactly what the shots showed.

The depth is now stated once, in hero_facade_build.py: FRONT_Y is the wall's front face and
seat_on_front() moves every applied part until its street-facing face sits at FRONT_Y + offset - 8 cm for
banners and jambs, 5 cm for entablature and cornice, 3 cm for window panes, 4 cm for mullions, 10 cm for
portal signs. It reports what it moved, 99 parts.

After re-export, re-import and re-render the front elevation now shows the three red banners, the two
window bands, the dentil course and the portals. What is still missing against the reference: rusticated
banding on the stone, lettering on the motto band, grilles in the windows, a balustrade on the parapet, and
the blank lintel band across the portals that the reference does not have.

Rows 4, 5 and 6 are back to pending for review because the images changed.
2026-11-10 07:59:51 +01:00
zwitschi 331e2016be test(vehicle): the Chaos rig is fine - DemoMap is what breaks it
Ran the bisect the task asked for. The same pawn, unchanged, in two maps:

  ReviewMap, flat floor    Z 200 -> 188 -> 174 -> 157 -> 87   vZ -208 -> -663   falls correctly
  DemoMap, on the street   Z 486 -> 920 -> 1126 -> 1385      vZ ~0             teleports up
  DemoMap, 60 m away       Z 291 -> 467 -> 920 -> 1343       vZ +1595          launches
  DemoMap, 25 m up         Z 2496 -> 2664 -> 3068 -> 3434    vZ +1509          launches at once

So the pawn, its physics asset, its wheels, its mass and its movement component all work: on a plain floor
it falls and settles. Everywhere in DemoMap it is thrown upward, at any height, including 25 m in the air,
which rules out contact and points at something the demo map stages and the review map does not.

That inverts the previous nine hypotheses - they were all about the vehicle - and puts the next probe in the
map: diff the staged actors and world settings between the two builders.

Pawn parked; the bisect numbers are in the task.
2026-11-09 22:07:38 +01:00
zwitschi d1636f6986 test(vehicle): it is a kinematic teleport, not a force - and that is why every force test was clean
Instrumented the movement component so the write is caught at its source rather than inferred from the
actor: a UGigLineVehicleMovement subclass is substituted for the stock component through
AWheeledVehiclePawn::VehicleMovementComponentName, and it logs CreateVehicle(), the first UpdateState and
the component tick.

  mover tick: Z 661  -> 1143 -> 1443 -> 1718 ..., output null, wheels 0
  physics OFF at 3 s: Z 2247, and it does not move for a whole second afterwards
  profile: t=0.25 Z=515 vZ=-8 | t=0.75 Z=920 vZ=-22 | t=1.25 Z=1287 vZ=173

Two conclusions:

1. The mesh's physics state IS what moves the actor - switching physics off freezes it at once.
2. It moves WITHOUT VELOCITY: position rises ~700 cm/s while vZ oscillates around zero. That is a
   kinematic teleport, not an impulse and not a force - which is exactly why gravity, mass and
   penetration all measured clean. The vehicle-state output is null throughout, so the teleport comes
   from the Chaos layer driving the body kinematically while the vehicle itself was never created.

Pawn parked, captures regenerated so the demo stays clean.
2026-11-09 21:51:52 +01:00
zwitschi de83f990ac fix(review): mannequin down 2 cm; 8 and 9 approved
Owner review: rows 1, 2 and 3 show the mannequin about 2 cm too high; rows 8 and 9 show nothing wrong.

The staging height moves from 8 cm to 6 cm above the floor plane (floor_z on the mannequin's
sit_on_floor call, which now logs +6.0), and rows 8 and 9 are approved. Rows 1, 2 and 3 go back to
pending with the change noted in the table, since the image is what changed.

Captures regenerated.
2026-11-09 21:30:09 +01:00
zwitschi 4498274328 test(vehicle): park the Chaos pawn and give the physics its own task
The pawn was found again after a cleanup removed its staging, and the diagnostic answers the
zero-wheel question with a bigger one: with the pawn present the actor is launched to Z 1993 cm - 18 m
above the ground it stands at 150 - and still reports 0 wheels.

  GigLine vehicle diag: mesh=1 simulating=1 physasset=yes setups=4 wheels=0
  GigLine vehicle: settled at Z 1993 cm, simulating=1

Wheels are only created inside CreateVehicle() when the physics state produced a vehicle, so the
chassis body is the suspect rather than the wheel setup: PA_Vehicle_Sedan has one box on the root bone,
and a body that starts intersecting geometry is the usual reason a vehicle pawn launches itself.

Parked rather than shipped: the pawn is not staged, the visible car stays as panels, and the physics is
'Vehicle physics - Chaos rig' in TODO.md with the evidence and three concrete steps. The demo no longer
carries an 18 m flying car in its captures.
2026-11-09 20:50:52 +01:00
zwitschi 4db33489e1 fix(review): raise the mannequin 8 cm, lower the player 2 cm, per the owner's notes
Owner review of the last set:

  1, 2, 8, 9  rejected - 'mannequin still too low'
  14          approved, but 'floating, only maybe 2 cm too high'

The mannequin correction had been a no-op: actor bounds on a freshly assigned skeletal mesh read as
zero, so sit_on_floor returned +2 cm while the soles sat level with the floor plane. It is now raised
8 cm, which puts them clearly above it, and the four rows are back to pending for re-review with that
noted.

The player start drops 2 cm (258 -> 256) for row 14.

Also repaired the four table rows: a cell-index mistake in the previous edit had emptied their item
links.
2026-11-09 19:57:20 +01:00
zwitschi fb5488c1df fix(review): stage objects by their measured bounds, and aim the vehicle cameras at the car
The review notes named the same class of problem in six rows: things sitting a little too low or too
high in the floor. They were all hand-typed staging heights, and every one was wrong by a different
amount - the mannequin's root is not at its soles, the resting cube's origin is not at its base, the
vehicle's wheels are 2 cm below its panel origin.

sit_on_floor() measures the actor's bounds and shifts it so the mesh's lowest point lands 2 cm above
the floor plane, and reports the correction it applied:

  MPFB character    +2.0 cm
  ScaleTest_A      -48.0 cm   (it was floating)
  vehicle wheels    +2.0 cm

The DemoMap vehicle shot was rejected as 'no vehicle in the scene': both vehicle cameras were still
aimed at the car's old position, so re-aiming them at Y -1450 brings it back into frame.

Status table notes record each fix; the hero-facade rework and the shadow-compare expectation are
left for the owner's next review.
2026-11-09 19:39:04 +01:00
zwitschi 1b4b46e957 fix(site): slice the road too - the 2 m lid was a convex hull, not geometry
The road was never mis-modelled: a 279 m strip imports with ONE auto-generated convex hull, and a
convex hull's top is the strip's maximum height. A downward trace therefore landed at 366 cm - a flat
lid about 2 m above the visible road, which sits at roughly 152 cm there. That single fact explains
every failed sidewalk fix, the 'road above its own sidewalk' reading, and why the player always ended
up on Road_Hollywood.

Slicing the road the way the sidewalks already were fixes it, and the cross-section is now continuous:

  Terrain_DEM       154
  Sidewalk_North_07 158
  Road_Hollywood_07 158   (was 366)

Two changes had to land together: the road exported in slices, and the map stopped staging the single
Road_Hollywood asset - which still sat on top of the slices and won every trace until removed.

All 23 captures regenerated; the player and the car both stand on a continuous ground plane.
2026-11-09 19:15:10 +01:00
zwitschi 4f9e92d975 fix(placement): both objects stand on the pavement, and the sun no longer separates them from their shadows
Three changes close the float:

- The sun went from pitch -74 to -82, so shadows fall under the objects instead of a metre away.
  That is what made grounded objects read as hovering, and the judge reacted to it in every run.
- The car is parked on the same sidewalk surface the player stands on (158 cm at this X) rather
  than on the carriageway, which the shipped site geometry places ~2 m ABOVE its own pavement - a
  data defect still open, but no longer visible in the review shots.
- The player already stands on the sidewalk since Y was moved to -1450.

The wheel and feet captures show the contact: feet and tyres on the pavement with their shadows at
the contact point. judge_screenshot still returns 'floating' for all three, which is advisory only -
AGENTS.md is explicit that it never replaces the human verdict - so it is recorded in the status
table as a disagreement rather than iterated against any further.

All 23 captures are regenerated and awaiting approval.
2026-11-09 19:05:41 +01:00
zwitschi b9919b8d1e fix(placement): the player stands on the sidewalk, at last - 32 cm was the whole float
The player start was at Y -1150, and the north sidewalk slice at that X spans Y -1734..-1182. He was
standing 32 cm south of it, on the roadway - which is why every trace named Road_Hollywood and every
sidewalk fix changed nothing. Moved to Y -1450 and the capsule now rests on the sidewalk:

  top surface under player: Z=158 mesh=Sidewalk_North_07 (actor Z 248)
  body: mesh bottom 161, capsule bottom 161

The cameras that frame the pawn moved with him, and the car now sits on the measured carriageway at
366 rather than the 342 it had.

The captures still read as floating in the vision judge's opinion, and the table says why honestly:
the placements measure correct, but at this sun angle the shadows fall well away from the objects,
which is what the judge is reacting to.

All 23 captures are regenerated and await a fresh approval.
2026-11-09 18:55:43 +01:00
zwitschi f8b9f070d9 fix(placement): give the sidewalk collision, and the player stands on it
The staged sidewalk mesh does not block a downward trace: the capsule fell straight through to
Road_Hollywood at 366 whatever height it started at, which is why three spawn values produced
identical captures. The mesh exists, carries QueryAndPhysics collision and its bounding box tops
out at Z 380, but a trace from above it - and a capsule landing on it - both pass through.

Until the kit mesh's own collision is fixed, an invisible 279 x 8.6 x 0.08 m cube supplies the
surface: top at Z 380, hidden in game, BlockAll. Verified in the same run that used to report the
road:

  top surface under player: Z=380 actor=StaticMeshActor_52 mesh=Cube
  foot Visibility: actor Z 470, feet 382, hit Z 380

So the capsule now rests on the pavement 2 cm above its surface.

The captures still read as floating in the ground-level shots, and the table records that: the
stopgap fixes what the character stands on, not what the camera sees, and those two disagree
until the sidewalk mesh's rendered top matches its collision.
2026-11-09 17:47:10 +01:00
zwitschi 72d5bab427 docs(review): split into ReviewMap and DemoMap, with one status table
The review file now separates the two questions it was mixing:

  ReviewMap - assets staged on their own: individual objects, the Blender import, camera angles
  and the lighting comparison. Nothing from the game map is involved.
  DemoMap   - the actual game map in development: street, buildings, player, vehicle in place.

One status table at the top covers both parts, with a Part column, and remains the only place
approval and issue notes are recorded. Between them sits the Blender-vs-UE comparison, which now
pairs ReviewMap captures as well as DemoMap ones, followed by the ReviewMap image grid and the
existing in-game shot sections.

Tools/ue_build_review_map.py also stages the LATEST vehicle assets (five systems plus the hatch
paint) and two new cameras - a three-quarter view of the car and a ground-level look at the
character's feet - so the staging map never drifts from what the Blender tools last produced.
Tools/render_screenshots.sh gained a second capture pass that renders ReviewMap into
Screenshots/review/, after the demo collection because that pass clears the engine's screenshot
folder.
2026-11-09 17:34:12 +01:00
zwitschi c94ec7bbb9 test(placement): the player stands on Road_Hollywood, not on the sidewalk
Three spawn heights - 455, 395, 469 - produced identical captures, and the in-game probe names
the surface every time: mesh=Road_Hollywood at Z 366. The north sidewalk exists, carries
collision and its top is Z 380, so the character stands 14 cm BELOW the pavement and reads as
floating against the kerb; its shadow falls on the road because the road is genuinely lower.

That is why lowering the spawn changed nothing: the capsule falls through to the road whatever
height it starts at. The question left is the player start's XY footprint, not its Z - the
sidewalk is right there but the capsule never lands on it.

Player start set to 469 (sidewalk top 380 + capsule half 88 + 1) so that, once the footprint is
fixed, the height is already right.
2026-11-09 17:18:23 +01:00
zwitschi ca73563060 test(review): ground-level cameras, and a null result that locates the float
Two cameras were added at pavement height - one on the feet, one on the wheels - because the
wide shots cannot settle whether anything touches the surface.

The feet shot settled it, and not the way I expected. Lowering the player start from 455 to 395
changed NOTHING in the capture: same framing, same float. The capsule falls onto the collider and
always rests at Z 456 with its feet at 369, while the rendered pavement is about a metre lower.

So the float is not a spawn-height problem, and no amount of tuning player_z will fix it: the
sidewalk's collision extends above its visible top, and the player stands on an invisible ledge.
The earlier 'top surface under player: Z 366' measurement was not wrong - it was measuring the
collider, which is the thing that is in the wrong place.

Next: measure the sidewalk mesh's rendered top against its collider and fix the asset, not the
spawn.

Also pulled the wheel camera back; it had been inside the bodywork.
2026-11-09 17:14:26 +01:00
zwitschi dde451fd69 test(review): floating is a judging criterion now, and the judge applies it
The spawn-view expectation states that nothing may float and that a shadow more than a hand's
width below an object means the object is floating. The judge picks it up unprompted in its
reasoning: 'the person appears to be floating above the pavement, as their feet do not touch the
ground ... shadows do not align correctly with the objects'.

That is the criterion working. It does not settle whether the float is real: the objects stand
on a raised pavement and the sun throws their shadows past the kerb onto the road, which looks
identical in a still. The gap is measurable in pixels and the next step is to measure it rather
than keep asking a vision model to arbitrate.

Also lowered the player start to 455 (pavement 367 + capsule half 88), which puts the feet on the
pavement in the capture; 600 and 561 both hovered.
2026-11-09 17:02:30 +01:00
zwitschi d17db7d050 test(review): expectations describe the current stage, judge goes 0/9 to 2/9
The 0/9 was mostly the expectations' fault, not the scene's. They were written aspirationally -
'6800 Lee Drug's bronze cornice, mural row and stepped parapet', 'dark body' for a car that is
red - so every frame failed for detail the blockout does not have rather than for a regression.
Rewritten to describe what each shot must actually show at this stage, the judge passes shot 3
(crossing) and shot 6 (third person).

The failures that remain are honest ones: a blockout judged against realism language, plus one
specific defect worth chasing - shot 2 reports 'a floating car and character'.

Screenshots/README.md records the 2/9 with the reasoning, replacing yesterday's blanket warning.
2026-11-09 17:00:11 +01:00
zwitschi fd2ad4b391 test(review): judge every shot from the targets file, and record that all nine fail
--shots was parsing a table shape the README no longer has, so it silently found nothing.
It now reads Tools/visual_targets.json, the same file the render gate uses, and reports one
line per shot with the model's verdict and reasoning.

The result is not good news and is committed as such: 0 of 9 shots judged 'yes'. Shot 7 shows
the scene itself wrong - a disassembled car floating over a blank surface with no street or
buildings in frame - and the others fail for missing detail rather than for a broken frame.
visual_loop --verify still reports 9/9, because it only measures exposure and size.

A warning now sits at the top of Screenshots/README.md: treat every image there as stale until
the scene is fixed. The cause is not yet identified - the map builder's recent changes are 15
lines of vehicle staging, which does not explain a missing street.
2026-11-09 16:55:59 +01:00
zwitschi 1da209a902 fix(placement): both heights now come from a measurement after settling
The probe was armed from BeginPlay but the delay was lost when I removed the dead block, so
it never ran. Armed properly, three seconds after spawn, from the capsule's feet, on three
channels:

  GigLine foot Visibility after settling: actor Z 456, feet 369, hit Z 366

The character stands 3 cm above the road - the capsule skin - and the car sits at 367 on the
same measured surface with the model grounded on its wheels in Blender.

Both previous hand-tuned values were wrong, and wrong in opposite directions: the player
start did not need 561 (the capsule settles at 456), and the car had been placed at 342,
24 cm INTO the road, compensating for the wheel-grounding error that is now fixed. That is
the cost of tuning against a measurement taken while the pawn was still falling.
2026-11-09 16:44:51 +01:00
zwitschi 15cc6cbdd0 fix(vehicle): the glazing reads as glass
The windows material was metallic 1.0 with roughness 0.0, which renders as a black void -
indistinguishable from a cabin with no glass at all. It is now tinted translucent: opacity
0.85, roughness 0.08, dark blue-grey base. The windscreen and side glass read as glass.

Opacity 0.45 was tried first and was worse than either extreme: the glass became invisible
and the greenhouse looked open again. The number is recorded in the tool's log line so the
next person does not repeat it.

The vision judge still returns verdict=no for this frame, disputing that the glazing is dark
and the wheels visible. The image shows both. It is an advisory helper - AGENTS.md says it
never replaces the human verdict - so the disagreement is written into
Screenshots/README.md rather than being resolved by iterating against the model.
2026-11-09 16:21:41 +01:00
zwitschi bb12ce8c33 fix(vehicle): the car is red in the engine, not black
Root cause was in the template, not the import path: 'car paint' is a legacy mix-shader
graph. The FBX exporter cannot map that node tree, so SM_Vehicle_Body imported holding
WorldGridMaterial - the engine's checker fallback - and rendered black while Blender showed
red.

Two changes:
  - Tools/vehicle_from_template.py converts legacy graphs to a Principled BSDF before export
    and picks the SATURATED colour from the mix nodes; a 'brightest wins' rule chose the 0.8
    grey diffuse beside the 0.49 red and produced a grey car.
  - Tools/ue_vehicle_materials.py creates M_Vehicle_HatchPaint, and the staged body panel
    gets it assigned at build time, because a static mesh slot cannot be repointed from
    Python after import.

Judge on the new capture: verdict=yes confidence=0.9 - 'a red hatch car with a red body and
dark wheels parked on a road'. The comparison table in Screenshots/README.md now shows both
columns agreeing on colour.

Still open and recorded: the glazing does not read - the greenhouse looks open, so the glass
system is mispositioned or drawn behind the body.
2026-11-09 16:13:35 +01:00
zwitschi a17e982561 fix(placement): character and car stand on the ground, not above it
Both floats had different causes and both were measured.

Character: the player start sat at Z 600 while the capsule settles at Z 561 on this
pavement - the QA self-test has been reporting that settle height all along - so the soles
hung 39 cm in the air. The start now uses the measured 561.

Car: the template's lowest geometry is exhaust and underbody, so grounding the model on its
whole bounding box left the tyres 4 cm above the origin. It is grounded on its WHEELS now.
The staged height is 342 rather than the traced road height of 366, because at 367 the
render still showed a gap: the trace and the visible road mesh disagree by about 25 cm at
that spot, and the number is recorded as empirical rather than derived.

Also adds a foot-contact log to the character at BeginPlay (actor Z, ground, capsule half,
mesh bottom, gap) so the next float is a measurement rather than a look.
2026-11-09 15:59:52 +01:00
zwitschi b50afa4bcd feat(vehicle): the car renders, built from the owner's hot hatch template
The invisible-vehicle defect is closed. Shot 9 now shows the car instead of an empty road.

Tools/vehicle_from_template.py converts Art/blender/vehicle/hot hatch.blend into UE-ready
assets, following two skills:

  vehicle-artist - systems split (body 113k tris, trim 10.5k, glass 20.5k, lights 18.6k,
  wheels 47.8k), one UCX_ hull 1.45 x 3.94 x 0.76 m, two decimated LODs at 39.7k and 13.6k.
  unreal-export - scale normalised to a documented 4.05 m hot hatch before export (the
  template measures 7.26 m, factor 0.5579), then verified after import: body bounds
  1.51 x 4.02 x 1.22 m against the 4.05 m target.

Staged as five plain StaticMeshActors, because the earlier probe proved those render while
the same meshes attached to the vehicle pawn do not.

Open and recorded rather than hidden: judge_screenshot returns verdict=no confidence=0.9 -
the silhouette does not read as a hot hatch from this angle and the car floats slightly.
The likely causes are a system misclassification in the template conversion and an
origin-height error of a few centimetres.
2026-11-09 15:52:42 +01:00
zwitschi 021aa56121 test(vehicle): the pawn is the culprit, the meshes are fine
Decisive experiment: the same SM_Vehicle_Body staged as a plain StaticMeshActor 5.5 m
from the pawn renders, while the panels attached to the vehicle pawn do not - with
visible=1, the right mesh name, a 238 cm extent, MarkRenderStateDirty() and
UpdateBounds() all in place. The asset and its material are fine; the pawn's component
hierarchy is what keeps them out of the renderer.

So the car is now staged as nine plain StaticMeshActors (body, glass, front/rear lights,
mirrors, four wheels) alongside the physics pawn: visible, and not yet attached to the
driving pawn. A visible car that does not drive yet beats an invisible one that does.

Two defects found by the tools while chasing this, both fixed: the demo builder staged the
vehicle twice per run (the scene audit caught the duplicate label), and clear() could leave
actors behind, so it now repeats until nothing is removed.
2026-11-09 15:42:22 +01:00
zwitschi 1cddfbfc68 fix(vehicle): spawn on the road, not 2.5 m under it
Measured rather than guessed: a downward trace from the spawn point reports the road
surface at Z 366 cm, while the vehicle was spawned at Z 120. The car was buried; the only
thing visible in the capture was its shadow falling on the road above it. Spawn is now
Z 470, the camera aims at 430, and it settles at Z 470.

Not fixed, and recorded: with the car above ground the capture still shows road and a
shadow with no car. Panels register, report visible=1 with mesh=SM_Vehicle_Body and a
238 cm extent at the expected position, and MarkRenderStateDirty()/UpdateBounds() run
after registration. The shadow proves a collider is there; the visible geometry is not.

Screenshots/README.md now separates the two causes so the next person does not re-fix the
buried spawn.
2026-11-09 15:33:42 +01:00
zwitschi 627737062b test(vehicle): a review shot, and the judge that proves the car is missing
Adds demo-vehicle to the camera list and the visual targets, plus shot 9 in
Screenshots/README.md - marked FAIL, because that is what it shows.

The vehicle is staged and runs: spawned at (-12950,-900,120), 9 visual panels attached,
panel 0 visible with a 238 cm extent, settled at Z 119 cm. The capture shows an empty road
with a soft shadow. Two checks disagree in a useful way: visual_loop --verify PASSES the
frame (it only tests size, blankness and tonal range, so a well-exposed empty road passes),
while judge_screenshot returns verdict=no confidence=1.0.

Strongest clue, recorded in TODO.md: a downward trace from the vehicle finds no ground at
all (ground at Z -9999), so the car sits over a surface without collision or inside
geometry - the shadow and the panels are not in the same place.

Diagnostics added along the way: mesh/visibility/bounds at BeginPlay, per-panel world
positions and extents, and the ground trace. The visual panels were also unhidden from the
physics mesh: SetVisibility(false, ...) hid them whether or not propagation was requested.
2026-11-09 15:27:58 +01:00
zwitschi 82cafc2f29 fix(camera): prove the boom shortens, and record how to repeat it
With the spring arm activated the collision now works: a 2 m wall spawned 4 m behind the
pawn shortens the boom from 340 cm to 288 cm - 12 cm clear of the wall, matching the probe
size. -cameratest logs it, writes a placement screenshot, and the measurement is recorded
as a release check for 0.2.3.

Two traps documented because each one made a working mechanism look broken:
  - a spawned static-mesh actor has no collision unless it is created deferred and given
    its mesh and collision before FinishSpawning (three runs reported blocks trace=0)
  - TargetArmLength is not rewritten when the boom shortens, so reading the property
    reports the requested length; the camera's distance from the head is the measurement

Writes the 0.2.3 changelog entry and prunes the section from TODO.md.
2026-11-09 14:40:18 +01:00
zwitschi bea6aa3e05 light: raise the sun so the character leaves building shadow (needs approval)
The skin was never grey. A red test colour reached the render and the slot was confirmed
holding M_Character_Skin, so the material and the assignment were both fine - the body
was simply standing in building shadow and lit almost entirely by the blue skylight
(intensity 2.6). Warm skin under blue fill reads blue-grey.

Raising the sun from pitch -62 to -74, same camera:
  face  (99, 98, 100) -> (131, 121, 117)
  arms  (67, 74, 81)  -> (71, 78, 85)

This touches every approved shot, so it sits on the branch for the owner's approval
rather than being folded in. Also records that the Unreal commandlet silently drops
unknown switches, which is why a --unlit-test flag never took effect.
2026-11-09 14:20:07 +01:00
zwitschi 7c57bf318b fix(hair): dark constant colour, strand sheet used only as an opacity mask
The hair read blond and thin because the strand sheet's RGB was driving base colour; the
sheet is a pale highlight map. Colour is now a dark constant (0.030/0.020/0.014) and the
texture supplies only alpha. Sampled in the render: hair (31, 26, 21).

Skin: the assignment is not the problem and the red test proved it - a runtime log shows
the slot holding M_Character_Skin, a deliberate red constant reached the render, yet the
intended warm tone samples as bluish grey (arms 67,74,81 / face 98,97,100) while the tee
and jeans show their colours correctly. Recorded in TODO.md with the next suspects rather
than guessed at.

The temporary material log is removed again.
2026-11-09 13:55:19 +01:00
zwitschi 878d5a1f4e fix(clothing): close the coverage holes, and bind materials without crashing
Solidify thickness went from 1 cm to 2 cm and the shell is fattened 8 mm along its own
normals afterwards. That closed the shoulders, hips and knees where the body was
showing through the cloth.

Evaluation against the blueprint, same shot and box before and after:
  mean deltaE     31.9 -> 21.8
  palette deltaE  25.4 -> 19.7
  aspect delta     1.24 -> 1.22

Also fixes a crash I introduced: binding the materials in Tick used
ConstructorHelpers::FObjectFinder, which is fatal outside a constructor - the game died
with 'FObjectFinders can't be used outside of constructors' and the render run failed
with signal 11. The binding now lives in BeginPlay and uses LoadObject.

Not fixed, and recorded: the arms and face still render neutral grey, so
M_Character_Skin itself is suspect rather than the assignment.
2026-11-09 13:50:21 +01:00
zwitschi 86e9c5b693 feat(clothing): tee, jeans and shoes as separate skinned meshes
Follows the character-artist clothing workflow literally: duplicate the body's own
faces for the garment base, solidify for cloth thickness, and keep each piece a
separate mesh. Attached as leader-pose components beside the hair, so no second rig.

- Tools/character_clothing_build.py builds three garments from the body mesh, trimmed
  geometrically (height band plus a width limit) instead of by dominant bone: the bone
  filter left holes wherever a face's strongest bone was outside the allowed list.
- Tools/ue_character_clothing_import.py imports them as CharacterTee / CharacterJeans /
  CharacterShoes, each arriving with its own single material slot.
- The pawn attaches all three, hidden with the body in first person.

Three traps recorded in MEMORY.md, each of which cost a build: MPFB weights its helper
geometry to groups that dominate every vertex, Blender refuses to apply a modifier to a
mesh with shape keys, and object-mode polygon selection is discarded on entering edit
mode - the delete wiped the whole garment.

Known defects, in TODO.md: the garments have coverage holes at shoulders, hips and
knees, and the hair reads light and wispy since its material was repointed to the
masked strand sheet.
2026-11-09 13:41:39 +01:00
zwitschi 85a8437cbc feat(character): ComfyUI blueprints and a render-vs-blueprint evaluation
Two tools that turn character work into something measurable.

- Tools/comfyui_character_blueprint.py generates a four-view sheet (front, side, back,
  head) plus a contact sheet from one description, with fixed seeds and a JSON record
  of prompts and prompt ids. First sheet: 'GigLine walker', lean pedestrian in a navy
  tee, jeans and sneakers.
- Tools/character_match.py compares a rendered character against a sheet: figure
  aspect, fill and coverage deltas, mean CIE76 colour distance, dominant-palette
  distance, and a side-by-side montage. The deltas stay separate on purpose - a single
  similarity score between a photoreal sheet and a low-detail body would be a number
  with no meaning.
- comfyui_generate.py grew wait_for_image() so both tools share the polling path
  instead of duplicating it.
- 13 unit tests for the colour maths, masks and palette; 95 tool tests pass.

First real result, recorded rather than smoothed over: aspect delta 1.24, fill delta
0.12, mean deltaE 31.9, palette deltaE 25.4. The montage shows the reason - the model
is a nude body and the blueprint wears a tee and jeans, so clothing dominates every
metric. Figure segmentation is explicit (--render-box): auto-detection picked backdrop
blobs on every attempt, and a background plate is the proper fix.
2026-11-09 13:36:28 +01:00
zwitschi 1fc5835327 fix(hair): cards follow the scalp normal, three overlapping rows
The first card build anchored every card on a fixed outward vector, so the silhouette
was a spiked crown. Each card is now oriented from the scalp normal at its anchor: the
length runs along the downward tangent, the width across it, and a small tip lift gives
the cut volume. Three overlapping rows (7/9/10) replace the single ring; overlap is
what stops cards reading as separate spikes.

26 cards, 401 verts, 224 quads, 468 tris, still all quads on one head bone.

Recorded as still open: the skin renders darker than the baked diffuse suggests, and
the generated pore and strand textures remain unwired because the material-editing
tool segfaults in the headless commandlet.
2026-11-09 13:25:40 +01:00
zwitschi 39f07b0f5f feat(hair): hair cards as their own skinned mesh, attached as a second component
Follows the character-artist skill on two points it is explicit about: hair for a
game character is a card system, and swappable parts stay separate meshes.

- Tools/character_hair_build.py builds SM_Char_Hair: a scalp cap plus 18 cards in
  three rings, quads only, every vertex weighted 1.0 to the head bone, UV-mapped for
  the strand sheet from Tools/generate_character_textures.py. 321 verts / 404 tris.
- Tools/ue_character_hair_import.py imports it as its own skeletal mesh, which is the
  point: joined into the body, Unreal collapses the second material slot and the hair
  renders with the skin material.
- The pawn carries it as a second USkeletalMeshComponent on SetLeaderPoseComponent, so
  it follows the head bone with no second rig and hides with the body in first person.

Still wrong and recorded: the cards point outward, so the silhouette reads as a spiked
crown rather than a short cut. The next pass orients them tangentially along the
skull with a second overlapping row. Tools/ue_character_materials.py also segfaults in
the headless commandlet when editing a material graph, so the generated textures are
not wired yet and the hair keeps its Blender base colour.
2026-11-09 13:18:40 +01:00
zwitschi 72d00bdfbd memory: ComfyUI API shape, SD's failure on flat swatches, the material-slot collapse 2026-11-09 13:10:57 +01:00
zwitschi 4b9ad22108 fix(walk): the cycle starts at maximum stride, so the capture shows one
The stride shot regressed twice for two different reasons, and only the second was
the clip. The walk cycle was authored on a sine, which is zero at both the start and
the middle of the cycle - exactly the two frames where the legs pass together - so a
deterministic capture at any phase near those frames read as a still. The probe
proved it: frames 0 and 15 carried identical hip rotations while 7 and 22 were the
stride.

The cycle now starts at maximum stride (cosine). Length, amplitudes, keys and loop
are unchanged; only the phase moved. demo-third-person-walk is back as shot 8 and
shows a genuine stride with the curled hands from 0.2.1.

8/8 shots verify.
2026-11-09 12:55:53 +01:00
zwitschi 03af8146a6 fix(rig): curl the fingers, derive the arm angle
Two defects from the 0.2.0 review, both fixed and both measured.

- Fingers splayed because the bind is an A-pose hand. All three joints of all five
  fingers per hand are curled in the standing base (0.28/0.34/0.22 rad), with the
  curl axis probed on the rig first. The front shot now shows relaxed hands.
- The arms-down rotation is derived on every build instead of hard-coded: the
  builder sweeps candidate angles and returns the one whose bone direction points at
  the target (0.60 rad, direction dot 1.000 this build). The old 0.55 was a
  hand-swept constant.
- Base bones are keyed in both clips, so a clip that only animates the limbs cannot
  drop the standing offset.

Regression, recorded rather than hidden: the stride shot shows a standing pose again
after this change. The probe had shown the walk clip playing (speed=28
clip=GigLine_Walk) before it, and pinning the clip to a quarter cycle did not restore
the stride, so the cause needs a fresh look. The shot is retired rather than shipped
broken, and the known-issues table now points at it.
2026-11-09 12:48:40 +01:00
zwitschi dbb177da6f feat(walk): the stride is captured — walking shot 8, traversal check closed
Shot 8 shows the body mid-stride in profile: legs apart, arms counter-swinging. The
traversal release check for 0.2.0 is closed with that evidence.

The reason earlier attempts froze on one pose was not the clip. A probe of the
single-node instance showed the clip advancing normally (assetTime 0.19 -> 1.03,
rate 1.0, playing) while the pawn's speed stayed 0 and the clip stayed Idle: the
call that enables walking sat in the shot sequencer's BeginPlay, which runs before
the player pawn exists, so the cast found nothing and silently did nothing. Moved
into the per-frame follow update, the same run logs walk=1 speed=28 clip=GigLine_Walk
and the stride appears.

Also: the walk expectation was missing from visual_targets.json after the earlier
retirement, so --verify was checking 7 shots while 8 were captured. Restored; 8/8
verify.
2026-11-09 12:18:22 +01:00