Models the two retail buildings beside the hero from their own photograph rather
than the generic kit: bronze cornice, mural row, lettering band, stepped Deco
parapet and rounded corner tower on 6800 Lee Drug; burgundy fascia, pilasters,
white-framed windows and banded parapet on 6806-6820. Reference analysis written
before any geometry (Art/blender/retail/ref-analysis.md), every unmeasured
proportion carried into the part report as an assumption.
6822 Budget is deferred, not guessed: no photograph of it exists and the 6.0 x 5.5 m
sliver cannot be read out of the neighbour shot.
Pipeline fixes found on the way:
- render_screenshots.sh called ./Engine/... for the capture step while every
commandlet used the absolute path; set -e killed the script at 127 *after* the
maps were rebuilt, so screenshots silently stayed a day old.
- the facade kit applies to every Frontage_*/North_* actor, so it pasted its own
language over the new modelled facades; it now skips them, and the trim stages as
RetailTrim_*.
- pure bay arithmetic moved to Tools/_common.py so it is unit-testable without
Blender (4 new tests, 82 total pass).
Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a
blank band, murals and lettering do not resolve at review distance, the tower is a
plain cylinder, and the review camera crops the east end.
- 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.
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.
- 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.