Commit Graph
13 Commits
Author SHA1 Message Date
zwitschi bc2e421d33 gameplay: designated street crossing — zebra markings, corridor cut, up-facing street
- street_mesh.py: continental zebra markings (0.5 m bars, 0.5 m gaps, 3 m
  band) at all three signalised crossings, triangles not quads (FBX SDK
  refuses to triangulate the crown-twisted quads), stripes +6 cm above the
  DEM so they stay above the road surface; winding flipped so every street
  surface faces up (road/sidewalks/markings were 100% down-facing and
  invisible in engine once the terrain stopped covering them).
- terrain_from_dem.py: cut a 10.7 m corridor around the Hollywood Blvd
  centreline so road, kerbs and sidewalks are not buried under the terrain;
  sidewalks themselves cover the transition band, walk-check stays at 0 holes.
- Blender builders save with a writability guard + fatal failure: *.blend
  is LFS-lockable and checks out read-only; a failed save previously left
  downstream steps building from stale files.
- ue_import_site.py: Crossing_Markings imports with no collision (paint on
  the road); ue_build_demo_map.py stages it and chmods the lockable .umap
  before saving (save_map silently returned False on read-only maps).
- ue_build_review_map.py: demo-crossing camera moved to the real crossing
  (s=130.1 m -> UE -24291,-1340) and fixed the ensure_writable path (was
  missing the .umap suffix, so the chmod never fired).
2026-11-07 15:46:45 +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 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 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 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 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 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 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 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 1c6b956435 bootstrap: finish project bootstrap — scale test, MPFB character, build docs
- Static-mesh scale test passes: 1 m = 100.00 cm, origin preserved, axis
  mapping east→+X / north→−Y / up→+Z (named presets ue_metric_v1 both sides).
- MPFB 2.0.18 acceptance passes: generated human + standard 137-bone rig
  with weights + v2 skin baked to 1024² diffuse; imports as SkeletalMesh
  with Skeleton, Material, and Texture2D in /Game/Test/Character.
- MPFB headless requires XDG_CONFIG_HOME at the Flatpak config tree;
  documented in Art/blender/README.md, probe in Tools/addon_compat_probe.py.
- Docs/build.md completed: fresh-checkout build, packaging, headless checks.
- Docs/setup.md reconciled with reality; ROADMAP/bootstrap closed out.
2026-11-07 09:29:11 +01:00