Completes "Fixed daytime lighting and basic ambience" for 0.1.0. All 14
screenshots approved by the owner.
Lighting rig (Tools/ue_build_demo_map.py):
- Sun pitch -50 / yaw 120, intensity 4, warm (255/245/230), atmosphere sun light
- Sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008)
- Unbound post-process volume with fixed exposure (min == max brightness) so a
shot cannot wash out or crush to black depending on how much sky it frames
- Dynamic-only: r.AllowStaticLighting=False plus MOVABLE lights and mesh
components, so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer
fires and nothing needs baking
Bugs found and fixed on the way:
- Blender diffuse colours do not survive the FBX -> Unreal import: every site
material arrived white and the terrain arrived with WorldGridMaterial, which
is what actually made the scene look blown out. The demo builder now creates
and assigns M_Asphalt, M_Concrete, M_Ground and M_RoadPaint.
- Only one of the three crossings reached the game: each zebra band was its own
object, so Blender renamed the duplicates .001/.002 and exact-name site
assembly skipped them. All bands are now one Crossing_Markings mesh.
- Demo cameras: street-level sat inside the facade body (rendering its unlit
back face) and the crossing camera aimed at the s=36.6 crossing instead of
the designated s=130.1 (UE X -14956).
- The terrain had no material and imported as a bright default grid.
- Cleared a committed Android File Server SecurityToken (plugin disabled and
shipping-excluded; the value must stay empty).
Docs:
- Screenshots/README.md: one consolidated table for all 14 shots with map,
camera view and description; all approved.
- MEMORY.md: records the material-import, exposure, light_color struct,
band-naming, camera-bounds and lighting-build traps.
- TODO.md: lighting item marked done.
Squash of branch gameplay-lighting-0.1.0 (PR #3).
- 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).
0.5 m white bars with 0.5 m gaps across a 3 m band per crossing, laid
1 cm above the road surface. Makes the mid-block crossing (OSM way
385648319, s=130.1 m) a designated crossing in game. Metadata audit
passes (1 sidecar, 0 problems).
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.
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.