Commit Graph
2 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 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