Commit Graph
117 Commits
Author SHA1 Message Date
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 fe219b038c test(vehicle): collision is not the cause either - defer the rig to its own session
Third fix tried and failed: the terrain staged in the probe map with collision disabled entirely. The pawn
still rises (Z 315 -> 421), exactly as with collision enabled.

With that, the terrain's convex hull, its collision channel and its collision itself are all eliminated, and
the failure survives in a map whose only difference is the presence of a 279 m static mesh.

The player is unaffected throughout - re-checked after every attempt, still standing on Sidewalk_North_07
at 157 cm - so nothing in the walkable demo regressed.

Deferred rather than guessed, per AGENTS.md: the task is marked deferred with the three failed fixes, the
probe workflow and switches a fresh session inherits, and the next question framed precisely - why a map
containing a collisionless 279 m static mesh changes a physics body's behaviour, which points at streaming,
memory layout or the broadphase rather than at collision authoring.

Generated probe levels deleted; the tools stay.
2026-11-09 22:22:39 +01:00
zwitschi a1771cb55f test(vehicle): the terrain alone reproduces it, and two collision fixes did not help
Built the map-content bisect the task asked for: Tools/ue_vehicle_probe_map.py duplicates ReviewMap,
optionally adds one demo mesh and the pawn, and saves it as VehicleProbe.

  control (no extra mesh)   Z 300 -> 297   rests on the review floor
  + Terrain_DEM             Z 300 -> 498   thrown upward

So Terrain_DEM alone reproduces the fault in a map that works. Two fixes were tried:

- Tools/ue_clear_simple_collision.py cleared the auto-generated convex hulls from all 76 site/street
  meshes - the terrain had ONE convex element over 279 m - and set them to complex-as-simple. Still rises.
- The terrain component set to QueryOnly, so traces hit it and physics ignores it. Still rises.

Neither changed the behaviour, so the ejection is neither the convex hull nor the collision channel. The
next probe is the complex triangles themselves: give Terrain_DEM no collision at all in the probe map and
see whether the pawn falls. If it falls, the triangle winding is pushing bodies out of the ground mesh -
the same inverted-winding family that made the sidewalk unstandable earlier.

Both tools have README rows; the pawn is parked again.
2026-11-09 22:20:28 +01:00
zwitschi 410d924403 test(vehicle): not the mover, not an overlap - the writer stays unnamed
Two more probes, both negative:

  --novehmover  movement component tick disabled from the constructor -> the pawn still rises
  overlaps      GetOverlappingComponents at spawn                     -> 0 components

So it is not the Chaos movement component, and the body is not inside anything, at any height. With the
velocity clamped to zero, the mover disabled, zero overlaps and a correct dynamic body, the transform is
still written every frame - in DemoMap only.

That is the limit of targeted probing. The remaining path is systematic rather than clever: rebuild DemoMap
in a fresh empty level and add one group of staged content at a time, running the pawn profile after each,
until it starts rising. Five or six runs name the actor or mesh; guessing at engine internals has not, in
ten probes.

The probes stay in the tree as switches: -probes (all diagnostics), -novehmover, -profile, plus the velocity
clamp and overlap list. They cost nothing when unused.
2026-11-09 22:14:53 +01:00
zwitschi 387a4530de test(vehicle): clamping the velocity to zero does not stop the rise - the transform is written
The decisive clamp: zero linear and angular velocity every frame for two seconds.

  t=0.25 Z=3220 vZ=0 | t=0.75 Z=3683 vZ=0 | t=1.25 Z=4197 vZ=0

It rises at ~1200 cm/s with velocity pinned to zero, so this is not a force, an impulse, or a bad initial
state - all of those the clamp would have removed. Something calls a transform setter on the vehicle every
frame.

Our own source contains exactly one direct transform write outside the character (the shot actor's camera),
so the writer is engine-side: the Chaos vehicle component driving UpdatedComponent from a vehicle state that
was never created, or a skeletal-mesh transform update.

Also diffed the two maps, since the pawn works in ReviewMap and not in DemoMap: kill_z, gravity, lights and
partitioning are identical; DemoMap adds 593 static mesh actors, a height fog and a post-process volume,
ReviewMap adds a shot actor and the character. Nothing in either list can write a transform, so the map
difference is not in its actors or settings.
2026-11-09 22:11:13 +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 358673bcfc test(vehicle): the body is genuinely dynamic, so the teleport is applied to a normal actor
The dynamics probe rules out the last structural explanation:

  simulate=1  instance=yes  profile=PhysicsActor

A normal dynamic actor - and it still travels ~700 cm/s upward with vZ oscillating around zero. So the
teleport is applied to a genuinely dynamic body, which is why not one of the force-shaped settings
(gravity, mass, penetration, spawn height) changed anything.

Recorded with it: the bisect plan for the next pass, because guessing at Chaos internals has stopped being
the cheap option. Spawn the pawn in ReviewMap's empty floor to separate asset from world, and spawn a stock
AWheeledVehiclePawn beside it to separate our setup from the engine's.

Pawn parked; captures unchanged.
2026-11-09 21:58:37 +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 348ed1ac69 test(vehicle): the writer is not in the pawn's tick
Sampled the actor transform immediately before and after Super::Tick on every frame: it never changes
there. The 'inside Super::Tick' line never fires, yet the actor climbs 400-1400 cm/s.

With the earlier results that leaves exactly one consistent candidate: the Chaos movement component's own
tick or its async physics step, outside APawn::Tick. That also explains why SetComponentTickEnabled(false)
did not stop the climb and why the body's reported velocity is ~0 while the actor moves - the movement
component is writing a transform it took from a vehicle state that was never created.

Next step is a subclass of UChaosWheeledVehicleMovementComponent that logs UpdateState /
OnUpdateTransform together with the vehicle-state pointer, so the write is caught at its source rather
than inferred from the actor.
2026-11-09 21:44:17 +01:00
zwitschi 0f059a5c93 test(vehicle): bones match, terrain has no lid, and stopping the mover does not stop the climb
Three more measured facts:

  bones  VehicleRig root Wheel_FL Wheel_FR Wheel_RL Wheel_RR
  setups Wheel_FL Wheel_FR Wheel_RL Wheel_RR           -> exact match, mesh suspect ruled out
  mover  updated=VehicleMesh ticking=1
  stop   tick disabled at 2.5 s with the actor at Z 2001; at 3.0 s it is at Z 2258
  terrain CTF_USE_COMPLEX_AS_SIMPLE with 0 box elements -> no invisible lid to eject from

So the wheel bones are right, there is no proxy collision to fight, and disabling the mover's tick did not
stop the climb. That moves the suspect list to the pawn's own Tick/root: something writes the actor
transform every frame regardless of the physics body, and the 1 cm bounds are its fingerprint.

Pawn parked again; the diagnostic stays.
2026-11-09 21:41:36 +01:00
zwitschi 14ed01a4e6 test(vehicle): the body barely moves, so something else moves the actor
The motion probe splits the problem in two:

  velocity  -24, -182, -28 cm/s     (a body that cannot climb 9 m in 1.5 s)
  mass      1500 kg                 (the override DID apply)
  box       452 x 205 x 40          (correct)
  bounds    extent 1,1,1            (still degenerate)
  actor     Z 1393, spawned at 458

The physics body is nearly still while the actor is nine metres above its spawn. So this is not a
force problem at all - it is a transform problem: something writes the actor's transform that is
neither the body's velocity nor our code, which is also what the degenerate bounds are telling us from
the other side.

Next: find who writes that transform. Suspects are the Chaos movement component's UpdateState /
OnUpdateTransform and the component hierarchy - a pawn whose root is the mesh while the physics state
belongs elsewhere behaves exactly like this.

Pawn parked again so the demo stays clean.
2026-11-09 21:34:22 +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 f29d9d7e49 test(vehicle): the chassis box and the gravity are both innocent
Four more things measured instead of guessed:

  chassis box        452 x 205 x 40, centre 0,0,-18  -> correct for the car
  world gravity      global_gravity_z = 0.0, and the character falls normally
  spawn height       5 m up: the pawn still climbs, so penetration is not the cause
  mass override      SetMassOverrideInKg at 0.5 s never logged

The one number that does not fit: the pawn's mesh component reports bounds extent 1,1,1 while
simulating and carrying a 452 cm collision box, and the actor drifts 4.8 m sideways while climbing
with no input. A body that simulates with correct collision but degenerate bounds is not the body the
movement component is driving, so the next question is which component owns it and whether
CreateVehicle() runs at all.

The pawn is parked again; the diagnostic logging stays (it is the tool that produced this), and the
evidence is in the 'Vehicle physics' task.
2026-11-09 21:06:26 +01:00
zwitschi be86ee6d73 test(vehicle): the launch is inside the vehicle, not around it
Three hypotheses tested and ruled out, each with its own run:

  spawn level with the road        -> actor climbs to Z 1993
  spawn 1.2 m above the road       -> climbs to 2131
  visual panels' collision removed -> climbs to 2066

So neither the spawn penetration nor the panels' overlap is pushing the pawn up; the force is inside
the vehicle. With zero wheels there is no suspension to blame either, which leaves the chassis body
itself - its box size against the mesh bounds, or the skeletal mesh's own collision fighting the
physics asset body.

The pawn is parked again so the demo carries no 18 m flying car, and the ruled-out list is recorded in
the 'Vehicle physics' task next to the two remaining suspects.
2026-11-09 20:59:35 +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 b84d47ec18 test(profile): the road is a flat slab at 366 while the sidewalks slope
Added a -profile probe: one downward trace every 20 m along the street at the player's Y, naming
the surface each time. It settles the question the bounding boxes could not:

  x=-14336..-2336  z=366  Road_Hollywood   (flat)
  x=-336           z=302  Road_Hollywood
  x=1664           z=5    Terrain_DEM

The road is FLAT at 366 cm across the demo block, while the sidewalk slices follow the DEM and
descend 380 -> 104 cm. So the ~2 m gap is not an import artefact and not a collision problem: the
road itself does not follow the elevation the sidewalks follow.

That also explains why every sidewalk fix failed - the surface the player stands on is this flat
road, and the sloped sidewalk is metres below it.

Next: how rows is built in Art/blender/street/street_mesh.py. The road and the sidewalk read the same
dem_z(x, y), so a flat road means the sampler returns the same value for every row.
2026-11-09 18:22:52 +01:00
zwitschi d0d87e8fda fix(site): the slice cuts now keep the middle, and the surfaces do not agree
Two findings, one a bug and one the real cause.

Bug: the far cut of each slice used clear_outer=True, which kept the wrong half, so every 'slice'
still spanned to the end of the street and inherited the same far-away bbox maximum - which is why
slicing appeared to change nothing. Both cuts now keep the middle, and the slices are disjoint:
their tops read 380, 340, 309, 284, 254, 231, 205, 169, 138, 104 cm along the street.

Real cause: at the player's X (-133 m) the sidewalk tops out at 169 cm while Road_Hollywood is at
366 cm. The road is about 2 m ABOVE its sidewalk, so the player lands on the road and no collision
setting on the sidewalk can change that - the sidewalk is not where the street is. The two surfaces
were generated from different elevation passes and no longer meet at the kerb.

That is site-pipeline data, not placement. The next step is to regenerate road and sidewalks from
one elevation pass so they meet at the kerb, which is one export, one import and one 14 s probe now
that the loop is fast.
2026-11-09 18:19:39 +01:00
zwitschi e50f620aa3 feat(debug): -probes quits after measuring, so a ground check takes 14 s not minutes
The ground measurement was the slowest part of every iteration: the game ran until the shell's
timeout because nothing told it to stop. -probes now logs the top surface, the capsule and the
body's lowest point three seconds after spawn and quits on the next tick. A run went from minutes
to 13.7 s, which is the difference between one experiment per turn and one per five minutes.

Also applied set_complex_collision_as_simple to sidewalks and kerbs, as the terrain already had:
it did not make them block, so that flag is not their problem either.

And a correction that matters: the road is 366 and the sidewalk 380 in the shipped map. The 158 cm
I measured earlier came from the site blend's own Z datum, which sits about 2.2 m below the map's
because the terrain was added after that blend was written. So the float is about 14 cm - the
character stands on the road because the sidewalk does not collide - not the metre it looks like
against the kerb.
2026-11-09 18:15:17 +01:00
zwitschi 1916321761 feat(site): slice the ground into 20 m segments - and the slice hypothesis dies with them
The site exporter now splits sidewalks and kerbs into ~20 m pieces
(SEGMENTED / SEGMENT_M in Art/blender/site/export_site_fbx.py), 56 slices in all, so each has a
bounding box that means something where it stands instead of reporting the highest point on a
279 m slope. They import and stage (63 site meshes in the demo map).

The hypothesis behind it is dead, and that is the useful part: with the invisible sidewalk
stopgap retired, the player now falls to Road_Hollywood at 366 - the slices do not block either.
So the 279 m aspect ratio was never the cause; a 20 m slice of the same mesh fails identically.
The sidewalk geometry itself is what does not collide, and the next place to look is its shape -
an open surface with no volume, inverted winding or zero-thickness triangles - not the import
flags and not the size.

The stopgap retirement stands: the player walks on the road, which is real geometry that does
collide, rather than on an invisible ledge.
2026-11-09 18:13:29 +01:00
zwitschi 1ee2a35d53 test(placement): the ground hit is local, not a far part of a 279 m mesh
The probe now logs the horizontal distance from the player to the impact point. It is 0 cm, which
rules out the last remaining alternative explanation - that the trace was landing on a distant
section of the 279 m street mesh - and confirms the character stands on what is directly beneath
it.

With that closed, the three measurements are consistent: ground at Z 380 (the collision surface),
capsule bottom 382, body's lowest vertex 382. The engine's geometry is right. What remains is the
visible sidewalk mesh, whose top at that XY is not reachable from Python and whose bounding box
reports the highest point on a 279 m sloping slab rather than the local one.
2026-11-09 18:03:06 +01:00
zwitschi 579ae2ba41 test(placement): the character is grounded to within 2 cm, measured three ways
Ran the 158 cm attempt again, with a staging log this time, and it fails the same way: with the
slab at a 158 cm top the player falls to Z -4412 and never hits anything, while the identical
actor collides at 380. Setting the start above the slab put the player on Road_Hollywood at 366 -
so the game's ground here really is road 366 / sidewalk bbox 380, and the Blender-measured 1.58 m
does not describe the shipped map; the blend predates the terrain. The 158 hypothesis was wrong and
is retracted in TODO.md.

Geometry is now measured end to end:

  top surface under player: Z=380 mesh=Cube (actor Z 470)
  body: mesh bottom 382, capsule bottom 382, body above capsule 0 cm

The body's lowest vertex and the capsule bottom agree within 0 cm, sitting 2 cm above the collision
surface. If the captures still read as floating, the cause is the visible sidewalk mesh sitting
lower than its bounding box at that XY - and that value is not reachable from Python, so it needs
a measurement in the mesh itself.
2026-11-09 18:02:08 +01:00
zwitschi 76859b64cf docs(placement): the pavement is at 158 cm, not 380 - and my attempt to use it broke the floor
Measured in the source geometry (Art/blender/site/site-2026-11-06.blend, metres): at the
player's street section the north sidewalk tops out at 1.58 m and the road at 1.45 m. The 380 cm
that has driven every placement decision came from the UE mesh's bounding box, which spans 279 m
of sloping street and takes the highest point anywhere - 2.2 m above the surface where the player
stands. That is the float, quantified at last.

Moving the invisible collision slab to a 158 cm top did not work: with an 8 cm slab the player
fell to Z -4410, and with a 50 cm slab it fell to the same place, so the slab was not colliding
at all after the change. I could not identify why within this pass, so the change is reverted and
the 380 stopgap restored - verified again by trace (mesh=Cube at Z 380, actor Z 470).

Recorded in TODO.md with the two numbers and the next step: find why the slab stops colliding when
it moves down, then set it to 158 and the player start to 247.
2026-11-09 17:57:54 +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 f1d6283384 test(visual): a shadow-gap measurement, and the spawn height cleared
Tools/shadow_gap.py measures the vertical pixel gap between an object's lowest pixels and the
top of its shadow, as a fraction of the object's height, and calls it contact or floating. It
classifies a shadow by per-channel scaling - a shadow darkens every channel by the same
proportion, an object does not - which separates the two where an absolute delta cannot. Four
unit tests cover contact, floating, an empty box and the border median.

On the real spawn view it returns 'unknown': the crop contains two surfaces (pale wall behind,
dark road below) and one global background cannot classify both. Recorded as the next step, not
presented as working.

The spawn height is measured and cleared: tracing down from 30 m, the topmost surface under the
player is Z 366 and the capsule's feet are at 369 - 3 cm, the capsule skin. If the character
still reads as floating, the gap is between the rendered pavement and its collision surface, not
the spawn Z, and that is what to measure next.
2026-11-09 17:07:23 +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 58095b6a33 test(vehicle): wheels are created with the physics state, and still come out zero
Two measurement errors found and corrected before drawing any conclusion:

  - the vehicle pawn had been dropped from the map by an earlier cleanup; it is staged again
  - wheels are created in CreateVehicle(), i.e. when the physics state is built, so counting
    them in BeginPlay always read zero regardless

Measured once physics exists, the count is still **0**, and the bone theory is dead: the
skeleton has Wheel_FL/FR/RL/RR at indices 2-5 and every setup resolves to its bone.

CreateWheels() runs only inside CreateVehicle() when PVehicleOutput is valid, so a zero count
means the physics state never produced a vehicle - the problem is upstream of the wheel config,
in the physics asset or the way the skeletal mesh binds it, not in the wheel setups.

Also logged at the settle check: the pawn's own downward trace reports ground at Z 152 while
the visible car's panels stand on a road of 366, so the pawn and the visible car may not be in
the same place at all - worth checking before anything else.
2026-11-09 16:53:25 +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 f4c1fed99b test(placement): measure the foot contact after the pawn settles, not at spawn
The earlier 'ground 366 against an actor at 561' reading was taken in BeginPlay, while the
pawn is still at its spawn height and falling - so it described the surface far below a
falling capsule, not a float. That number drove two hand-tuned Z values (561 for the player
start, 342 for the car) on the strength of a measurement taken at the wrong moment.

The probe now runs three seconds after spawn, traces from the capsule's feet rather than the
actor origin, and reports three channels with the actor and component each hits. A
multi-channel probe at spawn showed every channel hitting the same StaticMeshActor at 366,
which is consistent with the falling-pawn explanation rather than with missing sidewalk
collision.

Not yet read back: the last two game runs produced no log output at all, so the settled
numbers are unverified and recorded as such.
2026-11-09 16:40:54 +01:00
zwitschi cc57ad6c02 feat(vehicle): front and rear wheel classes, so Chaos has parameters to build from
Chaos reads steering and drive flags from the wheel object a setup points at, and the first
attempt pointed every setup at the base UChaosVehicleWheel. Dedicated front and rear classes
carry the modelled dimensions (radius 33 cm, width 22 cm), steering on the front axle, drive
on the rear, and the suspension travel - which is also how Unreal's own vehicle template is
organised.

Compiles clean. Not yet verified in a run: the drive test did not log the vehicle this time,
so whether the wheel count changes from 0 is still unproven and recorded as such rather than
claimed.
2026-11-09 16:32:25 +01:00
zwitschi 98eae6f3e9 docs(architecture): make section pages canonical 2026-11-09 16:30:29 +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 046e2c8b9e docs(review): the Blender-vs-in-game comparison lives in Screenshots/README.md
Merged COMPARISON.md into the review README as a generated section between
<!-- blender-comparison:begin/end --> markers, so there is one place to look and one place
to sign off. Tools/build_comparison_md.py rewrites only that block - the hand-written
sections around it are untouched - and formats the file with prettier afterwards, because a
generated table is never byte-identical to prettier's output and the repo gates on
--check.

Run it after every capture or Blender render; it is the routine that keeps the page current
with new images rather than a one-off export.
2026-11-09 16:10:47 +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