Commit Graph
5 Commits
Author SHA1 Message Date
zwitschi 52e9cc80a8 fix(street): grade crossing ramps to <=8%; report step location in the pre-check
- kerb_height ramp run now derives from --max-ramp-grade (default 8%), giving
  1.63 m instead of the fixed 1.5 m (8.7%). Crossing route measures 3.4 cm at
  0.25 m sampling.
- site_assembly pre-check: coverage is independent of --sample (it used to shrink
  the route), and it now prints the grade and the s/offset location of the worst
  step so a step can be located instead of guessed.
- Documents the remaining south s=198 / north s=251 strip discontinuity as a
  finding on the 'audit collision gaps' item rather than claiming it fixed.
- Street + site rebuilt, site re-imported (7/7), DemoMap rebuilt; packaged
  -qaselftest PASS.
2026-11-08 16:17:37 +01:00
zwitschi eab89bae47 fix(street): taper sidewalk upstand to flush at the building edge
The sidewalk stood the full 0.15 m kerb height above the DEM at *both* edges, so
the outer (building-side) lip was a 15.8 cm ledge where the walk route crossed
from Terrain_DEM onto Sidewalk_South. sidewalk_z now tapers the upstand from full
at the road-side edge to zero at the building-side edge (a ~3-4 % ramp, walkable
and visually negligible).

Pre-check: south max step 20.5 -> 13.4 cm, north 15.1 -> 7.2 cm (the residual
13.4 cm is the crossing-ramp gradient, tracked separately). Street and site
rebuilt, site re-imported (7/7 meshes, collision flags intact), DemoMap rebuilt;
packaged -qaselftest still PASS. README step table updated.
2026-11-08 16:12:46 +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 fee26ade10 frontage: south block frontage, plus the placement bug it exposed
Adds the five remaining verified south-side buildings to the demo block
(6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug),
exported in place from the OSM blockout by Tools/export_block_frontage.py,
imported to /Game/Hollywood/Frontage/ and staged by the demo builder with the
look material set (stone for the theatres, stucco for the retail run).

Adding neighbours exposed a pre-existing placement bug that was invisible while
the hero facade stood alone in an empty field:

- UE south is +Y here (south sidewalk Y +718..+1447), but the hero sat at
  Y -1450 on the NORTH side of the street.
- It was also at X -12024..-9420, 26 m east of the 6840 footprint; the frontage
  gap between 6902 and 6838 is X -14591..-12082.
- The two north-side buildings were on the SOUTH side, because their exporter
  mirrored Y.

Fixes: hero moved to X -13336 / Y +1307, inside its frontage gap; the frontage
and north-building exporters no longer apply a Y mirror (the FBX preset already
lands Blender -Y south on UE +Y south); player start and demo cameras moved to
the north sidewalk looking south; sun raised to pitch -62 so both frontages read
instead of the north side silhouetting.

Result: the demo is a street - continuous south frontage with the hero in it,
both sidewalks, the road with the designated crossing, and the north-side
buildings across the road.

Screenshots re-rendered and approved by the owner.

Squash of branch frontage-block-0.1.0 (PR #6).
2026-11-08 09:20:11 +01:00
zwitschi 62a41bf904 materials: look-developed surface materials for every exported asset
Completes "Materials and look development for all exported assets". Every
exported surface previously carried a flat Constant3Vector fill, which read as
plastic. ensure_material() in Tools/ue_build_demo_map.py now builds a
procedural material per surface:

- base colour blended between two shades by world-space noise
  (WorldPosition -> Multiply -> Noise -> Lerp -> BaseColor) for large-scale
  variation,
- an explicit roughness and specular so the surface type is readable.

  M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98,
  M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86

Site meshes take their material by mesh name; the hero facade and the two
north-side buildings take theirs by actor label, so they are covered even
though other scripts stage them. Materials are deleted and rebuilt on every
run, so a look change cannot be masked by a stale asset.

Result: the facade reads as warm stone with surface variation, asphalt as dark
asphalt with grain, concrete and kerbs lighter and matte, and the north
buildings in stucco instead of flat grey.

Screenshots re-rendered and approved by the owner. The richer texture-based
pass (baked/procedural brick_facade, seamless_concrete, glass, material
instances) stays in the 0.1.4 facade patch.

Squash of branch materials-lookdev-0.1.0 (PR #5).
2026-11-07 20:34:57 +01:00