22 Commits
Author SHA1 Message Date
zwitschi a1a6645fb3 Merge pull request 'feat(hero): facade rework — inscription, medallions, motto band, banner lettering' (#39) from hero-facade-0.3.0 into main
Merged PR #39: hero facade rework
2026-11-10 15:37:38 +01:00
zwitschi 2d7322253a style: prettier on MEMORY.md after merge 2026-11-10 15:37:11 +01:00
zwitschi d84549e686 merge: bring main (skills docs) into hero-facade-0.3.0
The only main-side change was the skills documentation (266fc1b), which already
exists on this branch as 19ed4fe with the same content. MEMORY.md conflicted
because the two skills commits were appended to different bases; the branch's
version is a strict superset (it also carries the vehicle/site/tools/hero entries),
so it is kept.
2026-11-10 15:36:54 +01:00
zwitschi 8c34eaece0 feat(hero): banner lettering, re-render the three staging shots; defer the rest to 0.9.0
Banner lettering (JIMMY KIMMEL LIVE): new Tools/gen/generate_banner_texture.py
draws the exact title with Pillow + Liberation Sans Bold - an image model would
mangle a trademark string, and Qwen-Image 2.1 is research-only. Gold JIMMY /
KIMMEL / LIVE stacked on a crimson ground. ue_hero_facade_import.py generalises
import_albedo to import_texture and wires the banner into M_Facade_Banner_Ref as
Base Color (tiling 1.0), replacing the flat dark tint with a brighter red per the
owner's 'less dark, more bright'.

Re-rendered all three ReviewMap staging shots (front, oblique, portals) and
updated their Screenshots/README.md status rows.

The hero facade rework is now closed at 'surface detail that reads at 45 m'. The
remaining elevation work - volute capital depth, lattice grille depth, and the
full realism pass - is deferred to 0.9.0 per the owner, and the 0.9.0 hero item
records the hand-off.
2026-11-10 15:27:08 +01:00
zwitschi bc9fed8e11 fix(hero): seat the motto band and surround on the parapet face
The motto band and moulded surround had the same burial as the medallions: offset
0.06 left their front face at Y -0.44, inside the 1.2 m-deep parapet, so the
'inset panel with a moulded surround' never rendered. Only the inscription (moved
to 0.40 in the previous commit) read.

- Band recessed at offset 0.34 (Y -0.16), surround proud at 0.43 (Y -0.07),
  inscription stays 0.40 (Y -0.10).
- Band is now light stone (was stone_dark): a dark band at the parapet face would
  have sat directly behind the dark inscription marks and swallowed them. The
  reference is dark incised lettering on a pale band.
- Removed the dead duplicate 'Hero_MottoBand 0.40' entry - the earlier 0.06 match
  won, so the 0.40 was silently ignored.

Rendered and judged; the advisory judge no longer flags the band.
2026-11-10 15:11:52 +01:00
zwitschi 33f8139cb2 feat(hero): stepped medallion relief, seated on the parapet face
The medallions were not just flat - they were buried. seat_on_front put
Hero_Medallion at offset 0.08 (front Y -0.42) while the 1.2 m-deep parapet stands
at Y -0.15, so both discs sat inside the parapet and never rendered. The motto
band and surround have the same burial (offset 0.06) and are a separate follow-up.

- Three stepped layers per medallion with per-layer prefixes so seat_on_front gives
  each its own stand-off: Rim (0.55 m, dark, offset 0.36 -> Y -0.14), Field
  (0.38 m, light, offset 0.43 -> Y -0.07), Boss (0.15 m, dark, offset 0.50 -> Y 0.00).
  A single Hero_Medallion prefix would both flatten the relief and (via startswith)
  swallow the specific prefixes, so it is removed.
- Moved from +/-6.2 (inside the inscription text, which spans +/-6.87) to +/-9.8.
- Fixed Tools/review/hero_iterate.sh, which still had the pre-tools-move
  'cd dirname/..' and landed in Tools/ instead of the repo root.

Rendered and judged; the advisory two-model judge (no, 0.93) no longer flags the
medallions. Owner review pending.
2026-11-10 15:04:48 +01:00
zwitschi 1d57ed477d feat(hero): carved inscription across the attic
The reference's most distinctive architectural feature is three lines of incised capitals across the attic.
inscription() lays 112 letter marks in three lines, in the shadow stone so they read as dark incisions at 45 m
rather than disappearing into a same-colour relief - which is exactly what the first attempt did.

Positioning was the lesson: the parapet is 1.2 m deep and stands in FRONT of the wall plane, so marks seated on
FRONT_Y were hidden behind it and rendered invisible. They are now seated on the parapet face (FRONT_Y + 0.40),
which is where the reference puts the lettering too.

Still open in the architectural pass, recorded in TODO.md: medallion relief (the discs are flush and empty),
banner lettering (needs a texture, not geometry), and depth on the capitals and window grilles.

Rows 4-6 re-rendered and pending.
2026-11-10 14:25:04 +01:00
zwitschi 2dac1d0921 fix(hero): pale marble-limestone stone at the reference's value, per the owner's note
The owner rejected the previous pass on three counts - too saturated, too dark, and the albedo was wrong for the
building. All three were true, and the reason the colour work kept missing is that the albedo never reached the
material: import_albedo() resolved the repository root one level short after the tools move, so every 'stone'
render was the flat tint alone. That is fixed first.

Then measured instead of guessed: the reference's sunlit stone samples sRGB ~0.49 (linear ~0.19), attic
highlight ~0.75, shaded recess ~0.43, and it is nearly neutral, not warm. New albedo generated for a pale
low-contrast marble-limestone ashlar (two checkpoints compared, AlbedoBase won) and the tint moved to
(0.47, 0.455, 0.43) with the shadow at (0.30, 0.29, 0.27), which lands lit stone around 0.62 sRGB - brighter
than the last pass and close to the photographs.

The elevation now reads as pale, low-saturation concrete/marble with thin-jointed ashlar. Row 4-6 re-rendered
and pending. The architectural pass the owner also asked for - carved inscription, medallions, banner lettering,
capital and grille depth - is untouched and recorded as the next step.

THIRD_PARTY_NOTICES carries the new seed and prompt.
2026-11-10 14:17:27 +01:00
zwitschi ff9eb0a4ad fix(hero): the albedo renders - two blockers, both at the map level
The generated ashlar albedo never showed for two reasons that had nothing to do with the material graph,
which was verified correct the whole time (TextureSampleParameter2D -> Multiply -> Base Color, colour sampler,
texture set, 6x UV tiling):

1. **The map overrode every hero slot.** The generic per-slot material pass in ue_build_demo_map.py assigned
   the facade KIT's flat stone to every actor whose slot names looked like stone, banner, glass - including
   Hero_Facade. Whatever the import authored was replaced at map build time. The hero is now excluded and gets
   its own materials.
2. **Mesh slot assignment does not persist.** Assigning to mesh.get_editor_property('static_materials') returns a
   copy; after a reload the mesh still pointed at the original imported materials (measured twice). Component
   level overrides do persist in the saved map, so apply_hero_materials() sets them in both builders.

The elevation now renders as coursed, grainy warm limestone with banners, window bays and recessed portals.

Rows 4-6 re-rendered and pending review; the comparison plate is regenerated. Still missing against the
reference: carved inscription, medallion relief, banner lettering, crimson banner tone. The two-model judge
returns no/no (0.90/0.95) - it wants the text and detail that are still absent, which is at least the right
complaint this time.
2026-11-10 13:57:57 +01:00
zwitschi 0189ff00fe docs(todo): bring the task list up to the state the work actually reached
- New 'Toolchain - end-to-end asset check (done 2026-11-10)' section: what the e2e command runs, the last PASS,
  and the seven steps that got it there. Two items stay open - the judge is not trustworthy yet (0/11 on shots
  the owner approved) and the driver joins the release checks only once it is.
- Hero facade tasks rewritten as done/verified where they are: cameras checked, detail seated on the wall, blank
  lintel band removed, grilles, courses and balustrade added, sandstone authored per slot, banner proportions
  corrected. What stays open is the generated albedo actually rendering, the inscription and medallions, the
  banner lettering, and the three review shots.
- Vehicle physics: the task list now leads with the two facts that matter (the same pawn falls correctly on
  ReviewMap's floor; in DemoMap the transform is written directly at any height, with the mover, overlaps,
  collision and gravity all ruled out by measurement) and the next probe - a fresh map plus staged content
  group by group.
- 0.3.0: the road/sidewalk reconciliation is marked solved - the 2 m 'lid' was an auto-generated convex hull over
  a 279 m strip, not the geometry, and the cross-section is now continuous at 158 cm. The Chaos vehicle item is
  marked deferred, pointing at the own-task section.
2026-11-10 13:48:05 +01:00
zwitschi 6f896fb701 docs(memory): the seven findings from the tools move and the e2e chain
Records what cost time today, with the evidence:

- the four traps of the folder move: sibling imports (sys.path needs both the tools root AND the script's own
  folder), shell scripts resolving REPO relative to themselves, stale result files passing as success, and
  Unreal hanging rather than failing when a second editor is alive - plus the pkill-matches-its-own-command-line
  gotcha;
- measured proof that LevelEditorSubsystem.new_level() cannot replace a map in one session (create -> delete ->
  create returns False, and delete_asset leaves the .umap), so emptying actors is the workable step; and that a
  falling actor count (600 -> 409) was the fix that audits clean;
- two-model judging: the reconciliation rule, the 404 that retired claude-3.5-haiku, and the observation that
  this judge is consistently pessimistic on our content so the model disagreement is the signal;
- local ComfyUI: it is a Stability Matrix install nothing here starts, the documented graphs are UI format that
  /prompt rejects, albedo-only output, no seamless sampler in 0.44, and per-model licence rules;
- hero facade: detail was modelled inside the wall, the hero's materials are not the kit's, Unreal keeps a
  material on re-import, materials must be saved themselves, and project_dir() is not the repo root;
- the render chain is build -> import -> render, and e2e_asset_check.py is the command that runs it all.
2026-11-10 13:46:10 +01:00
zwitschi 9a444418e6 docs(todo): the 409-actor map is the fixed one, not the broken one
Investigated the count difference from the e2e run and it is the opposite of a regression. The rebuilt map
holds 409 actors: 72 site meshes, 310 facade-kit pieces (the kit tool reports 'placed 310 kit pieces'), six
frontage buildings, lights, cameras and the player start. The previous 600 carried the duplicated staging that
the prefix-only clear used to leave behind; ue_audit_scene.py on the new map reports 0 failures and no
duplicate actor labels.

Captures were re-rendered against this map.
2026-11-10 13:39:38 +01:00
zwitschi dbb42322ff fix(tools): make the e2e chain actually run after the move, and record what it found
The e2e asset check now completes: PASS on all six steps - empty maps 9 s, demo build 10 s, review build 9 s,
captures 80 s, judge 388 s, review file. Four breakages from the folder move had to be fixed first:

- ue_placement and ue_common are siblings of the scripts that import them, but the rewrite put only the tools
  root on sys.path, so every Unreal commandlet died with ModuleNotFoundError. Both paths are inserted now.
- render_screenshots.sh resolved the repository root one level up, so commandlet paths became Tools/Tools/...
  and the capture step failed in 0 s.
- the driver treated a result file left by an earlier run as success, which is how a ten-second 'demo build'
  passed without building. Result files are unlinked before each step and child output streams to a per-step
  log file rather than a pipe.
- two editors on one project hang instead of failing, so the driver refuses to start while one is running.

Also corrects ue_recreate_maps.py: LevelEditorSubsystem.new_level() refuses a path whose package is still in
memory and delete_asset() leaves the file on disk, measured create->delete->create returning False. The step
now loads each map, destroys every actor, saves, and reports the count it left (0), which is the property the
builders actually need.

Open question recorded in TODO.md: the rebuilt map holds 409 actors and 613 KB against 600 and 886 KB before,
and the ~190 missing ones look like the facade-kit and theatre-trim placements that run as separate steps.
2026-11-10 13:37:21 +01:00
zwitschi 24f1e682fe fix(maps): restore both maps that the aborted e2e run had emptied
The e2e check recreates the maps as empty levels by design, and the run was cancelled while it was still
rebuilding DemoMap. The commit that followed swept the empty 159 KB map into git, replacing the populated
886 KB one.

Both maps are restored from f681d83, the last commit that had them built. The recreate step stays in the
toolchain - it is correct - but it must never be committed mid-run: the maps are only valid content after the
builders have saved them again.
2026-11-10 13:00:09 +01:00
zwitschi 4d27109668 refactor(tools): group the sixty scripts by what they talk to
One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:

  Tools/unreal/    commandlets and the two map builders, with ue_common.py and ue_placement.py as the
                   shared imports (they need the engine)
  Tools/blender/   builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
                   (they need the Blender Flatpak)
  Tools/review/    the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
                   build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
                   visual_targets.json
  Tools/gen/       image and texture generation: the ComfyUI driver, deterministic texture writers,
                   reference fetching
  Tools/input/     OS-level input injection
  root             _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/

Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.

51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.

Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
2026-11-10 12:40:30 +01:00
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 70a7e19841 feat(tools): texture generation through the documented Stability Matrix workflows
Re-read /home/zwitschi/StabilityMatrix/Data/README.md - it now documents 141 GB of models and four
verified, core-node image/texture graphs - and wired the ones that matter into the toolchain.

comfyui_generate.py gains a 'texture' subcommand that rebuilds the API graph for each documented workflow,
because the files in Workflows/ are ComfyUI UI format and /prompt cannot accept them:

  albedobase  AlbedoBase XL v3.1, 30 steps, CFG 6.0, dpmpp_2m/karras, baked VAE
  krea2       Krea-2 Turbo NVFP4, 8 steps, CFG 1.0, euler/simple, ConditioningZeroOut, texture-fix VAE
  qwen21      Qwen-Image 2.1 int8, 25 steps, CFG 1.0, euler/simple, TextEncodeQwenImage21, texture-fix VAE

Default pair is albedobase + krea2 - both commercially usable - generated from the same prompt and seed,
scored by high-frequency detail, and compared before the winner takes --out. Smoke-tested at 512 px: both
rendered, albedobase won 18.91 against 17.51, and the resulting limestone albedo is a plausible material
sheet.

Tools/README.md documents the profiles with their settings, a licence row per profile (Qwen-Image 2.1 is
research-only and must not ship), and the two limits the workflows carry: they produce albedo only, and
ComfyUI 0.44 has no seamless sampler, so tiling has to be checked by offsetting the image 50%. Five tests
cover the graph shapes; the suite is at 108.
2026-11-10 11:40:23 +01:00
zwitschi 65e8f01586 docs(tools): local ComfyUI, how to start it, and the checkpoint pair it actually has
Tools/README.md now covers the generative tools next to each other:

- comfyui_generate.py drives the LOCAL ComfyUI at 127.0.0.1:8188, which this repository does not start. A new
  subsection says so and says what to do: start Stability Matrix, launch ComfyUI, re-run. It points at
  /home/zwitschi/StabilityMatrix/Data/README.md for the package version, the launch arguments and the shared
  80 GB model library, and notes that THIRD_PARTY_NOTICES.md must carry the model and licence before a
  generated texture ships.
- generate_facade_textures.py and generate_character_textures.py are listed as the deterministic procedural
  path: no model, no network, byte-identical on every run.
- The tool's own docstring carries the same Stability Matrix instruction.

The default second checkpoint was sd_xl_base_1.0.safetensors, which is NOT installed; it is now
epicrealismXL_pureFix.safetensors, verified against the running server. The pair was smoke-tested end to end
at 512 px: both checkpoints rendered, both scored, juggernautXL won at 20.37 against 12.93, and the winner
landed on --out with the loser kept beside it.
2026-11-10 09:26:30 +01:00
zwitschi 3872ffb742 style: prettier on MEMORY.md 2026-11-10 09:12:31 +01:00
zwitschi abde390045 feat(tools): every image judged by two models, every generated texture drawn by two checkpoints
A single vision model has been wrong in both directions on this project - it missed real defects and
disputed frames that were correct - so agreement between different model families is worth more than one
confident opinion.

judge_screenshot.py now runs two models by default (openai/gpt-4o-mini + qwen/qwen3.7-flash, both served
on OpenRouter; claude-3.5-haiku is gone, which the first attempt discovered with a 404). combine()
reconciles them: agreement carries the verdict with the mean confidence, disagreement reports 'uncertain'
and keeps both reasons rather than letting the more confident model win. --model still forces a single
judgement, and every line prints which model said what.

comfyui_generate.py generates the same prompt and seed with two checkpoints, scores both by
high-frequency detail (mean absolute Laplacian, which catches blurry or flat results), keeps the loser as
<out>__<model>.png with its sidecar, and moves the winner onto --out. --alt-model  restores the single
run.

Tests cover the reconciliation - agreement, disagreement, unknown verdicts, and no verdicts at all - and the
suite is at 103.
2026-11-10 09:12:26 +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 266fc1bb0c docs(skills): one common copy of the skill packs; project keeps blender-director (#38)
Merged PR #38: one common copy of the skill packs

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-10 08:37:58 +01:00
228 changed files with 2473 additions and 873 deletions

No files matched your search

+2
View File
@@ -69,3 +69,5 @@ Thumbs.db
# Unreal per-project build artefacts (FileOpenOrder logs and the like)
Build/
dsh-session-*
tmp/
+4 -4
View File
@@ -126,7 +126,7 @@ Rules that keep tools reusable and reviewable:
- **Result files for Unreal.** Unreal commandlets swallow `print()`; write the outcome to `/tmp/gigline/<tool>.txt` and read that instead of trusting the exit code alone.
- **Absolute paths into sandboxes.** Blender Flatpak (`LD_LIBRARY_PATH="$B/blender/lib"`) and Unreal do not share the repo's working directory; pass absolute paths.
- **Clean worktree for generators.** Tools that rewrite committed assets (site/street/hero builders, importers, map builders) run from a clean worktree; inspect the LFS diff before committing. Note that `.blend` and `.umap` check out read-only — `chmod u+w` first or the save silently fails.
- **Network and paid-API tools are human-triggered.** `Tools/commons_fetch.py`, `Tools/page_image_fetch.py`, `Tools/judge_screenshot.py` (OpenRouter) and anything similar never sit in a gate or CI. Handle HTTP 429 with back-off rather than retrying immediately.
- **Network and paid-API tools are human-triggered.** `Tools/gen/commons_fetch.py`, `Tools/gen/page_image_fetch.py`, `Tools/review/judge_screenshot.py` (OpenRouter) and anything similar never sit in a gate or CI. Handle HTTP 429 with back-off rather than retrying immediately.
- **Measure, don't assert.** Verification tools print the sampled numbers — counts, holes, Z ranges, worst step and its location, frame-time percentiles — so a claim in `TODO.md`, `CHANGELOG.md` or `Docs/` can be re-checked by re-running the command.
**Document every tool.** A new or changed tool gets a row in the inventory table of the README beside it: [`Tools/README.md`](Tools/README.md), [`Geo/README.md`](Geo/README.md), or [`Art/blender/README.md`](Art/blender/README.md). What it does, its arguments, and a typical command. A tool without a README row is unfinished.
@@ -212,10 +212,10 @@ Do not copy the common packs into the repository: a second copy under a differen
Any change that affects the game's appearance — meshes, materials, lighting, levels, character, camera, post-processing — must be rendered for human review:
1. Run `Tools/render_screenshots.sh` (rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it, captures the fixed camera list, copies the PNGs into `Screenshots/`).
2. Optional pre-check with a vision model: `Tools/judge_screenshot.py --image <shot.png> --expect "<what it should show>"` (or `--shots` to run every shot in the README) flags likely-missing content before a human looks. It reads `OPENROUTER_API_KEY` from `.env` (ignored). Small helper only — it never replaces the human verdict.
1. Run `Tools/review/render_screenshots.sh` (rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it, captures the fixed camera list, copies the PNGs into `Screenshots/`).
2. Optional pre-check with a vision model: `Tools/review/judge_screenshot.py --image <shot.png> --expect "<what it should show>"` (or `--shots` to run every shot in the README) flags likely-missing content before a human looks. It reads `OPENROUTER_API_KEY` from `.env` (ignored). Small helper only — it never replaces the human verdict.
3. Update `Screenshots/README.md` **in the same change as any visual work** — every change that affects appearance, not only new shots: the image is **embedded inline** (`![alt](demo/<shot>.png)`) with its view, expected content, verification and approval state, plus one row in the status table at the top. The review happens in the file; a path alone is not a review, and a shot whose README section is stale is a defect.
4. The PNGs **are committed** so reviewers see exactly what the build rendered (`.gitignore` does not exclude them). Keep them in sync with this README: drop retired shots in the same change.
5. Wait for the user's approval before treating a visual change as done; record approval by ticking both the shot's section and its row in the status table in `Screenshots/README.md`.
New content that needs a different camera angle gets a new entry in the shot list in `Tools/ue_build_review_map.py`.
New content that needs a different camera angle gets a new entry in the shot list in `Tools/unreal/ue_build_review_map.py`.
+1 -1
View File
@@ -153,7 +153,7 @@ The extract is complete for the block but not for every relation inside its bbox
## Scale test and the Unreal frame (2026-11-07)
`Art/blender/scaletest/scale-test-2026-11-07.blend` — three 1 m cubes at origin, +10 m east, +10 m north, plus one red test material. Regenerate with `Tools/scale_test_export.py`; import with `Tools/ue_scale_test_import.py`. Both are the named-preset templates for production assets.
`Art/blender/scaletest/scale-test-2026-11-07.blend` — three 1 m cubes at origin, +10 m east, +10 m north, plus one red test material. Regenerate with `Tools/blender/scale_test_export.py`; import with `Tools/unreal/ue_scale_test_import.py`. Both are the named-preset templates for production assets.
Export preset **`ue_metric_v1`** (Blender FBX): `apply_unit_scale`, `apply_scale_options='FBX_SCALE_NONE'`, `axis_forward='-Y'`, `axis_up='Z'`, `use_space_transform`, no bake-space-transform. Import preset **`ue_metric_v1`** (UE `FbxImportUI`): static mesh, import materials, uniform scale 1.0, no unit conversion, no force-front-X.
Binary file not shown.
+2 -2
View File
@@ -122,10 +122,10 @@
"object": "Hero_Medallion_x2",
"dims_m": [
1.1,
0.04,
0.2,
1.1
],
"evidence": "photographs: two stone discs beside the motto, mounted on the parapet face"
"evidence": "photographs: two round reliefs beside the motto - dark rim, raised light field, dark boss"
},
{
"object": "Hero_Stylobate",
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,106 @@
{
"prompt": "top-down orthographic game texture, flat even lighting, no shadows, no AO, no vignette, PBR albedo, material scan, neutral colours, smooth pale limestone marble cladding, large thin-jointed ashlar blocks, very low contrast, desaturated off-white concrete tone, fine even grain, flat even lighting, no shadows, no vignette, bright clean PBR albedo",
"profile": "albedobase",
"size": [
1024,
1024
],
"seed": 55,
"settings": {
"steps": 30,
"cfg": 6.0,
"sampler": "dpmpp_2m",
"scheduler": "karras"
},
"licence": "AlbedoBase XL v3.1 (SDXL) - game albedo, commercial use with credit",
"tool": "Tools/gen/comfyui_generate.py",
"generated_utc": "2026-11-10T13:15:21Z",
"workflow": {
"1": {
"class_type": "CheckpointLoaderSimple",
"inputs": {
"ckpt_name": "albedobaseXL_v31Large.safetensors"
}
},
"4": {
"class_type": "CLIPTextEncode",
"inputs": {
"text": "top-down orthographic game texture, flat even lighting, no shadows, no AO, no vignette, PBR albedo, material scan, neutral colours, smooth pale limestone marble cladding, large thin-jointed ashlar blocks, very low contrast, desaturated off-white concrete tone, fine even grain, flat even lighting, no shadows, no vignette, bright clean PBR albedo",
"clip": [
"1",
1
]
}
},
"5": {
"class_type": "CLIPTextEncode",
"inputs": {
"text": "shadows, perspective, vignette, dramatic lighting, blurry, low quality, text, watermark",
"clip": [
"1",
1
]
}
},
"6": {
"class_type": "EmptyLatentImage",
"inputs": {
"width": 1024,
"height": 1024,
"batch_size": 1
}
},
"7": {
"class_type": "KSampler",
"inputs": {
"seed": 55,
"steps": 30,
"cfg": 6.0,
"sampler_name": "dpmpp_2m",
"scheduler": "karras",
"denoise": 1.0,
"model": [
"1",
0
],
"positive": [
"4",
0
],
"negative": [
"5",
0
],
"latent_image": [
"6",
0
]
}
},
"8": {
"class_type": "VAEDecode",
"inputs": {
"samples": [
"7",
0
],
"vae": [
"1",
2
]
}
},
"9": {
"class_type": "SaveImage",
"inputs": {
"images": [
"8",
0
],
"filename_prefix": "texture_albedobase"
}
}
},
"comfyui_prompt_id": "aa517bfa-9ad0-4adb-b01a-39e50b1f8f23",
"note": "generated locally; record the model licence in THIRD_PARTY_NOTICES.md before shipping"
}
@@ -0,0 +1,120 @@
{
"prompt": "top-down orthographic game texture, flat even lighting, no shadows, no AO, no vignette, PBR albedo, material scan, neutral colours, smooth pale limestone marble cladding, large thin-jointed ashlar blocks, very low contrast, desaturated off-white concrete tone, fine even grain, flat even lighting, no shadows, no vignette, bright clean PBR albedo",
"profile": "krea2",
"size": [
1024,
1024
],
"seed": 55,
"settings": {
"steps": 8,
"cfg": 1.0,
"sampler": "euler",
"scheduler": "simple"
},
"licence": "Krea-2 Turbo NVFP4 - fast stochastic detail (stone, bark, foliage)",
"tool": "Tools/gen/comfyui_generate.py",
"generated_utc": "2026-11-10T13:15:33Z",
"workflow": {
"1": {
"class_type": "UNETLoader",
"inputs": {
"unet_name": "krea2_turbo_nvfp4.safetensors",
"weight_dtype": "default"
}
},
"2": {
"class_type": "CLIPLoader",
"inputs": {
"clip_name": "qwen3vl_4b_int8_convrot.safetensors",
"type": "krea2",
"device": "default"
}
},
"3": {
"class_type": "VAELoader",
"inputs": {
"vae_name": "texture_fix_vae_for_qwen_image_1_and_krea_2_bf16.safetensors"
}
},
"4": {
"class_type": "CLIPTextEncode",
"inputs": {
"text": "top-down orthographic game texture, flat even lighting, no shadows, no AO, no vignette, PBR albedo, material scan, neutral colours, smooth pale limestone marble cladding, large thin-jointed ashlar blocks, very low contrast, desaturated off-white concrete tone, fine even grain, flat even lighting, no shadows, no vignette, bright clean PBR albedo",
"clip": [
"2",
0
]
}
},
"5": {
"class_type": "ConditioningZeroOut",
"inputs": {
"conditioning": [
"4",
0
]
}
},
"6": {
"class_type": "EmptyLatentImage",
"inputs": {
"width": 1024,
"height": 1024,
"batch_size": 1
}
},
"7": {
"class_type": "KSampler",
"inputs": {
"seed": 55,
"steps": 8,
"cfg": 1.0,
"sampler_name": "euler",
"scheduler": "simple",
"denoise": 1.0,
"model": [
"1",
0
],
"positive": [
"4",
0
],
"negative": [
"5",
0
],
"latent_image": [
"6",
0
]
}
},
"8": {
"class_type": "VAEDecode",
"inputs": {
"samples": [
"7",
0
],
"vae": [
"3",
0
]
}
},
"9": {
"class_type": "SaveImage",
"inputs": {
"images": [
"8",
0
],
"filename_prefix": "texture_krea2"
}
}
},
"comfyui_prompt_id": "946b5d1a-7198-43ac-8f71-afa800416803",
"note": "generated locally; record the model licence in THIRD_PARTY_NOTICES.md before shipping"
}
Binary file not shown.
+21 -21
View File
@@ -38,12 +38,12 @@ The character becomes a character: clothed, haired, and measured against a gener
### Added
- **Clothing** — navy tee, dark jeans and off-white shoes as three separate skinned meshes (`Tools/character_clothing_build.py`), built from the body's own faces per the `character-artist` workflow: duplicate faces, solidify for cloth thickness, one mesh per piece. Each imports with its own single material slot and is attached as a leader-pose component.
- **Hair cards** (`Tools/character_hair_build.py`) — a scalp cap plus 26 cards in three overlapping rows, quads only, every vertex weighted to `head`. Cards are oriented from the scalp normal at their anchor, so the cut follows the skull instead of standing out as spikes.
- **Character blueprints** (`Tools/comfyui_character_blueprint.py`) — front, side, back and head views generated by the local ComfyUI instance from one description, with fixed seeds and a JSON record of prompts and prompt ids.
- **Blueprint comparison** (`Tools/character_match.py`) — figure aspect, fill and coverage deltas, mean CIE76 and dominant-palette distance, plus a side-by-side montage. The deltas stay separate on purpose: one similarity number between a photoreal sheet and a low-detail body would mean nothing.
- **ComfyUI driver** (`Tools/comfyui_generate.py`) and **procedural textures** (`Tools/generate_character_textures.py`), each writing a provenance sidecar.
- **Material builder** (`Tools/ue_character_materials.py`) — `M_Character_Skin` and `M_Character_Hair_Mat` built from scratch, because `unreal.MaterialEditingLibrary` segfaults in a headless commandlet when it rebuilds an existing graph.
- **Clothing** — navy tee, dark jeans and off-white shoes as three separate skinned meshes (`Tools/blender/character_clothing_build.py`), built from the body's own faces per the `character-artist` workflow: duplicate faces, solidify for cloth thickness, one mesh per piece. Each imports with its own single material slot and is attached as a leader-pose component.
- **Hair cards** (`Tools/blender/character_hair_build.py`) — a scalp cap plus 26 cards in three overlapping rows, quads only, every vertex weighted to `head`. Cards are oriented from the scalp normal at their anchor, so the cut follows the skull instead of standing out as spikes.
- **Character blueprints** (`Tools/blender/comfyui_character_blueprint.py`) — front, side, back and head views generated by the local ComfyUI instance from one description, with fixed seeds and a JSON record of prompts and prompt ids.
- **Blueprint comparison** (`Tools/blender/character_match.py`) — figure aspect, fill and coverage deltas, mean CIE76 and dominant-palette distance, plus a side-by-side montage. The deltas stay separate on purpose: one similarity number between a photoreal sheet and a low-detail body would mean nothing.
- **ComfyUI driver** (`Tools/gen/comfyui_generate.py`) and **procedural textures** (`Tools/gen/generate_character_textures.py`), each writing a provenance sidecar.
- **Material builder** (`Tools/unreal/ue_character_materials.py`) — `M_Character_Skin` and `M_Character_Hair_Mat` built from scratch, because `unreal.MaterialEditingLibrary` segfaults in a headless commandlet when it rebuilds an existing graph.
### Changed
@@ -92,7 +92,7 @@ Third-person body. The pawn gains a visible, animated body and a third-person ca
### Added
- **`Tools/character_anim_build.py`**: `GigLine_Idle` (60 frames) and `GigLine_Walk` (30 frames) at 30 fps, authored as parametric cycles so the loop closes by construction. Limb axes were **measured** on the rig — a probe rotated `upperleg01.L` by 0.5 rad on each axis and read `foot.L`, which showed X swings the limb fore/aft while Y twists and Z abducts.
- **`Tools/blender/character_anim_build.py`**: `GigLine_Idle` (60 frames) and `GigLine_Walk` (30 frames) at 30 fps, authored as parametric cycles so the loop closes by construction. Limb axes were **measured** on the rig — a probe rotated `upperleg01.L` by 0.5 rad on each axis and read `foot.L`, which showed X swings the limb fore/aft while Y twists and Z abducts.
- **Third-person rig** (`ADR-9`): a visible skeletal body, a `USpringArmComponent` with collision testing, and a **V** toggle. One pawn carries both rigs; first person stays the shipped default.
- **Walk capture harness**: a per-shot `ShotFollow` mode that re-places the review camera every frame in the pawn's frame, plus `SetReviewWalk` / `ReturnToStartForReview`, so a stride is captured deterministically and the fixed-camera shots still find the pawn at spawn.
- **Review shots 6, 7 and 8** — third-person back, front and mid-stride — embedded in `Screenshots/README.md`.
@@ -130,8 +130,8 @@ Retail frontage. The two retail buildings beside the hero are modelled from thei
### Added
- **`Tools/retail_frontage_build.py`**: 6800 Lee Drug and 6806–6820 built from the one usable reference (`Art/reference/retail-neighbours/`, Gb321, CC BY-SA 4.0). Lee Drug gets a bronze cornice, storefront glazing with mullions, framed portrait panels, a painted lettering band, two-tier parapet with reveals and a fluted corner tower; 6806–6820 gets a burgundy fascia, brown pilasters, white-framed windows with security bars and its own banded parapet. Built in world coordinates from the blockout bounds (Lee Drug X −33.20…−14.37, face Y −14.63, H 12.10 m; 6806–6820 X −66.08…−33.07), joined to one mesh per building with a JSON part report.
- **`Tools/ue_import_retail_detail.py`**: imports the two meshes with complex-as-simple collision — trim decorates a solid the player already collides with and must not add snag points.
- **`Tools/blender/retail_frontage_build.py`**: 6800 Lee Drug and 6806–6820 built from the one usable reference (`Art/reference/retail-neighbours/`, Gb321, CC BY-SA 4.0). Lee Drug gets a bronze cornice, storefront glazing with mullions, framed portrait panels, a painted lettering band, two-tier parapet with reveals and a fluted corner tower; 6806–6820 gets a burgundy fascia, brown pilasters, white-framed windows with security bars and its own banded parapet. Built in world coordinates from the blockout bounds (Lee Drug X −33.20…−14.37, face Y −14.63, H 12.10 m; 6806–6820 X −66.08…−33.07), joined to one mesh per building with a JSON part report.
- **`Tools/unreal/ue_import_retail_detail.py`**: imports the two meshes with complex-as-simple collision — trim decorates a solid the player already collides with and must not add snag points.
- **`Art/blender/retail/ref-analysis.md`**: the reference analysis the `references` skill pack requires, written before modelling.
- **`Tools/_common.py`** and `Tools/tests/test_retail_frontage.py`: the bay-layout arithmetic, extracted so it is testable without Blender (4 tests).
- **Review shot 5**, `demo/review-demo-retail-frontage`, embedded in `Screenshots/README.md`.
@@ -144,7 +144,7 @@ Retail frontage. The two retail buildings beside the hero are modelled from thei
### Fixed
- **`Tools/render_screenshots.sh` never captured anything.** The capture step called `./Engine/...` while every commandlet above it went through `run_cmdlet`'s `cd "$ENGINE"`. Under `set -e` the script died at exit 127 _after_ rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran.
- **`Tools/review/render_screenshots.sh` never captured anything.** The capture step called `./Engine/...` while every commandlet above it went through `run_cmdlet`'s `cd "$ENGINE"`. Under `set -e` the script died at exit 127 _after_ rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran.
- **Duplicate `RetailTrim_*` actors on every rebuild**: the demo builder's clear list did not include the new label, so each run stacked another copy. Caught by the scene audit, not by eye.
- **Mural plates were placed 0.20 m inside the solid blockout volume** and never rendered; the inset is now faked with a proud frame and a near-flush plate.
- **Trim detail sat 0.05 m off the wall**, under a pixel of depth at 40 m, so the wall won the depth test. Trim planes now stand 0.10–0.20 m proud.
@@ -170,8 +170,8 @@ Façade finishing. The kit gets the hero detail it was missing, and a class of s
### Added
- **Scene audit** (`Tools/ue_audit_scene.py`): fails when any staged mesh has no material, when a frontage building is more than ±1 m off its verified footprint, or when two actors share a label. Wired into `Tools/render_screenshots.sh`, which now runs the whole staging chain in the correct order and stops on an audit failure.
- **`Tools/ue_placement.py`**: one source of truth for staged positions and the verified frontage spans, with `span_error` / `describe_span_failure` validators.
- **Scene audit** (`Tools/unreal/ue_audit_scene.py`): fails when any staged mesh has no material, when a frontage building is more than ±1 m off its verified footprint, or when two actors share a label. Wired into `Tools/review/render_screenshots.sh`, which now runs the whole staging chain in the correct order and stops on an audit failure.
- **`Tools/unreal/ue_placement.py`**: one source of truth for staged positions and the verified frontage spans, with `span_error` / `describe_span_failure` validators.
- **Hero fluting**: 20 grooves per column as shallow shadow-tone cylinders (120 pieces) rather than boolean cuts.
- **Presence of references for the retail run**: `Art/reference/retail-neighbours/` (6800 Lee Drug and its neighbour). Local only, not committed.
@@ -210,9 +210,9 @@ Building façades. The block goes from flat extruded boxes with flat colours to
- **Generated surface textures** — deterministic stdlib PNGs for ashlar stone, stucco, asphalt and concrete (base colour + roughness), sampled world-aligned with per-material tiling; byte-identical on re-run.
- **Materials**: masonry coursing and roughness variation in the material graphs; `M_FacadeStoneShadow`, `M_FacadeGlass` (specular 0.62 ≈ IOR 1.5) and `M_FacadeBanner`. Material assignment is now **per slot**, keyed on the imported slot material, instead of slot 0 only.
- **El Capitan Theatre trim**: projecting marquee (12.0 × 2.60 m canopy at a 4.60 m soffit), illuminated fascia, recessed soffit, and a vertical blade sign (1.30 × 5.20 m) with frame and wall bracket.
- **Visual review loop** (`Tools/visual_loop.py` + `visual_targets.json`): verifies every capture against an expectation (missing, blank, tone-less or wrong-size shots fail) and measures each render against its reference photograph, emitting feedback that names the discipline to consult. Iterations are written under `Art/reference/iterations/`, which is gitignored until a shot is confirmed.
- **`Tools/fbx_export_preset.py`** — one export preset replacing six copies, and it exports smoothing groups (`FACE`), so round geometry is no longer faceted.
- **`Tools/ue_common.py`** — clears the read-only bit an LFS `.umap` checks out with and makes a refused save loud.
- **Visual review loop** (`Tools/review/visual_loop.py` + `visual_targets.json`): verifies every capture against an expectation (missing, blank, tone-less or wrong-size shots fail) and measures each render against its reference photograph, emitting feedback that names the discipline to consult. Iterations are written under `Art/reference/iterations/`, which is gitignored until a shot is confirmed.
- **`Tools/blender/fbx_export_preset.py`** — one export preset replacing six copies, and it exports smoothing groups (`FACE`), so round geometry is no longer faceted.
- **`Tools/unreal/ue_common.py`** — clears the read-only bit an LFS `.umap` checks out with and makes a refused save loud.
### Changed
@@ -249,7 +249,7 @@ Packaging and setup fixes. No gameplay or visual scope; this patch makes the pip
### Fixed
- **Map imports could report success while saving nothing.** `.umap` files are LFS-tracked and check out read-only, so `save_map()` returned `False` with no error and the staged actor vanished on the next load. New `Tools/ue_common.py` (`make_writable`, `require_saved`) clears the read-only bit and makes the failure loud; `ue_hero_facade_import.py` and `ue_import_north_buildings.py` now use it. Verified from a forced `0o444` map: chmod logged, `save_map: True`, exit 0.
- **Map imports could report success while saving nothing.** `.umap` files are LFS-tracked and check out read-only, so `save_map()` returned `False` with no error and the staged actor vanished on the next load. New `Tools/unreal/ue_common.py` (`make_writable`, `require_saved`) clears the read-only bit and makes the failure loud; `ue_hero_facade_import.py` and `ue_import_north_buildings.py` now use it. Verified from a forced `0o444` map: chmod logged, `save_map: True`, exit 0.
### Changed
@@ -268,8 +268,8 @@ Scale and façade correction patch. Buildings and the hero elevation now match t
### Added
- **`Tools/facade_detail_concepts.py`** — generates frontal building plates (whole elevation, entrance in its façade, building with neighbours) from a local reference photograph through OpenRouter image models. Spec-driven, never overwrites, writes a provenance sidecar per image, output stays in the gitignored `Art/reference/` tree. Local working material only.
- **`Tools/fbx_export_preset.py`** — the single FBX export preset (`ue_metric_v1` / `ue_character_v1`). Replaces the argument block that had been copied into six exporters.
- **`Tools/gen/facade_detail_concepts.py`** — generates frontal building plates (whole elevation, entrance in its façade, building with neighbours) from a local reference photograph through OpenRouter image models. Spec-driven, never overwrites, writes a provenance sidecar per image, output stays in the gitignored `Art/reference/` tree. Local working material only.
- **`Tools/blender/fbx_export_preset.py`** — the single FBX export preset (`ue_metric_v1` / `ue_character_v1`). Replaces the argument block that had been copied into six exporters.
- **Façade occlusion probe** in `-qaselftest`: 40 m traces sideways from the road centre at walking height, required wherever a building is staged.
- **Ionic detail on the hero**: base moulding at every shaft foot, a square abacus over every capital, and a 52-dentil cornice course.
- **Tool tests**: `Tools/tests/` now covers the input driver, height classification, the Mapbox cross-check, the concept generator and the FBX preset (49 tests).
@@ -335,16 +335,16 @@ The first playable release: a walkable exterior demo of the **6840 Hollywood Blv
- **Unreal project** (`Game/GigLine`) — C++ game module, Enhanced Input, packaged Linux build, and a `DemoMap` that a plain launch opens directly.
- **Walkable demo level** — terrain from the 3DEP DEM, Hollywood Blvd carriageway, both sidewalks and kerbs with collision, the designated mid-block crossing, and fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned exposure).
- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with three genuine portal recesses, entablature, parapet and motto band (`Tools/hero_facade_build.py`, `Tools/ue_hero_facade_import.py`).
- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with three genuine portal recesses, entablature, parapet and motto band (`Tools/blender/hero_facade_build.py`, `Tools/unreal/ue_hero_facade_import.py`).
- **Block frontage** — the five verified south-side neighbours (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
- **First-person player** — `AGigLineCharacter`: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look, jump, reset (`R`) and pause (`Escape`); controls documented in `Docs/controls.md` and shown in-game.
- **In-game ODbL attribution** — `AGigLineHUD` draws the OpenStreetMap credit and licence line every frame.
- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall probe, frame-time capture) and `Tools/input_test.py` / `Tools/input_emulation.py` for OS-level virtual keyboard/mouse input.
- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall probe, frame-time capture) and `Tools/input/input_test.py` / `Tools/input/input_emulation.py` for OS-level virtual keyboard/mouse input.
- **Documentation** — setup, build, toolchain, licensing, ODbL review, release checks, and arc42 architecture docs.
### Fixed
- **All controls were dead in packaged and PIE builds.** The mapping-context generator wrote key bindings to the deprecated `mappings` array; UE 5.8 reads `DefaultKeyMappings.Mappings`, so the cooked game had zero runtime mappings and every key resolved to nothing. `Tools/ue_create_input_assets.py` now populates the current field.
- **All controls were dead in packaged and PIE builds.** The mapping-context generator wrote key bindings to the deprecated `mappings` array; UE 5.8 reads `DefaultKeyMappings.Mappings`, so the cooked game had zero runtime mappings and every key resolved to nothing. `Tools/unreal/ue_create_input_assets.py` now populates the current field.
- **"Fall-through" was an 8 m invisible box.** `Terrain_DEM` shipped only a bounding-box collision proxy; forcing complex-as-simple collision (`UGigLineAssetTools`) put the player on the actual street.
- **Reset returned the player to mid-air** — the start position is now captured on the first grounded frame.
- **Plain launch opened the engine template** — the default map now lives in `DefaultEngine.ini` and points at `DemoMap`.
+1 -1
View File
@@ -30,7 +30,7 @@ All modelling and geographic processing live outside the game project in `Art/`,
## Quality achievement
- **Realism first**: reference photography and measured data drive every façade decision; renders are compared against the photographs with `Tools/visual_loop.py`, and a façade is built from the shared 4.96 m module kit so the street wall reads consistently. Materials are authored in Unreal with world-aligned generated textures, and lighting is fixed daytime so a shot is comparable between runs.
- **Realism first**: reference photography and measured data drive every façade decision; renders are compared against the photographs with `Tools/review/visual_loop.py`, and a façade is built from the shared 4.96 m module kit so the street wall reads consistently. Materials are authored in Unreal with world-aligned generated textures, and lighting is fixed daytime so a shot is comparable between runs.
- **Performance as a budget, not a driver**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw for street-level geometry, and a 60 FPS at 1440p floor that every release must meet. It closes the quality list because it constrains how much realism fits, not what the block should look like.
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
+1 -1
View File
@@ -49,7 +49,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
| `SM_Retail_LeeDrug`, `SM_Retail_6806` | Retail trim over 6800 and 6806–6820, modelled from their own photograph (`Tools/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
| `SM_Retail_LeeDrug`, `SM_Retail_6806` | Retail trim over 6800 and 6806–6820, modelled from their own photograph (`Tools/blender/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
### Art Pipeline
+3 -3
View File
@@ -18,7 +18,7 @@
## Screenshot capture
1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
1. `Tools/review/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/unreal/ue_build_review_map.py`, launches game in `-game` mode.
2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
@@ -48,6 +48,6 @@
1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
2. Unreal headless (`Tools/unreal/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
3. `Tools/unreal/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
+2 -2
View File
@@ -22,7 +22,7 @@ Ordered by priority: realism first, performance last. The order decides design t
| ID | Source/Stimulus | Response | Metric |
| --- | --- | --- | --- |
| QS-1 | Screenshot is compared against its reference photograph | The render reads as the same building | Similarity score and visual match confirmed by the owner; `Tools/visual_loop.py` reports the deltas |
| QS-1 | Screenshot is compared against its reference photograph | The render reads as the same building | Similarity score and visual match confirmed by the owner; `Tools/review/visual_loop.py` reports the deltas |
| QS-2 | A façade is placed from measured data | It sits on its verified footprint | World span probed against `Geo/verification/` within ~1 m |
| QS-3 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
| QS-4 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
@@ -41,5 +41,5 @@ Ordered by priority: realism first, performance last. The order decides design t
| BR-1 | A building with a reference photograph has a review shot compared against it | Silhouette and proportion deltas recorded per building in `Screenshots/README.md`; owner approval per shot |
| BR-2 | Every building is either photo-matched or explicitly recorded as an unfounded blockout | List in `TODO.md`; no building in an in-between state |
| BR-3 | Every building has a collision proxy and at least one LOD | Count of buildings missing either = 0 |
| BR-4 | No surface carries a placeholder material | Material audit in `Tools/ue_audit_scene.py` reports 0 placeholder slots |
| BR-4 | No surface carries a placeholder material | Material audit in `Tools/unreal/ue_audit_scene.py` reports 0 placeholder slots |
| BR-5 | The realism pass does not break the floor | QS-9 still holds at 1440p, with the measured cost of the pass recorded |
+19 -19
View File
@@ -56,9 +56,9 @@ Both content-acceptance tests run headless and are the template for all asset im
```bash
# Static-mesh scale test (Blender export -> Unreal import -> measure)
# Blender: Tools/scale_test_export.py, Unreal: Tools/ue_scale_test_import.py
# Blender: Tools/blender/scale_test_export.py, Unreal: Tools/unreal/ue_scale_test_import.py
# MPFB character (generate -> rig -> bake -> export -> skeletal import)
# Blender: Tools/mpfb_character_export.py, Unreal: Tools/ue_character_import.py
# Blender: Tools/blender/mpfb_character_export.py, Unreal: Tools/unreal/ue_character_import.py
# Unreal side of any test:
./Engine/Binaries/Linux/UnrealEditor-Cmd \
@@ -78,22 +78,22 @@ The hero block and the demo level are built by a fixed sequence. Each step write
| Street | `Art/blender/street/street_mesh.py` | `Art/blender/street/street-*.blend` |
| Site assembly | `Art/blender/site/site_assembly.py` | `Art/blender/site/site-*.blend` |
| Site export | `Art/blender/site/export_site_fbx.py` | seven FBXs, one per mesh (terrain, road, both sidewalks, both kerbs, crossing) |
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON part report |
| Block frontage | `Tools/export_block_frontage.py` | six frontage FBXs from the blockout |
| North buildings | `Tools/export_north_buildings.py` | TCL and Tussaud's FBXs from the blockout |
| Site import | `Tools/ue_import_site.py` | `/Game/Hollywood/Site/*` |
| Frontage import | `Tools/ue_import_block_frontage.py` | `/Game/Hollywood/Frontage/*` |
| North import | `Tools/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
| Façade kit assembly | `Tools/ue_apply_facade_kit.py` | kit actors in `DemoMap` |
| Theatre trim | `Tools/ue_stage_theatre_trim.py` | marquee + blade sign actors |
| Scene audit | `Tools/ue_audit_scene.py` | materials, placement spans, labels (gate) |
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
| Hero façade | `Tools/blender/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON part report |
| Block frontage | `Tools/blender/export_block_frontage.py` | six frontage FBXs from the blockout |
| North buildings | `Tools/blender/export_north_buildings.py` | TCL and Tussaud's FBXs from the blockout |
| Site import | `Tools/unreal/ue_import_site.py` | `/Game/Hollywood/Site/*` |
| Frontage import | `Tools/unreal/ue_import_block_frontage.py` | `/Game/Hollywood/Frontage/*` |
| North import | `Tools/unreal/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
| Hero import | `Tools/unreal/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
| Demo map | `Tools/unreal/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
| Façade kit assembly | `Tools/unreal/ue_apply_facade_kit.py` | kit actors in `DemoMap` |
| Theatre trim | `Tools/unreal/ue_stage_theatre_trim.py` | marquee + blade sign actors |
| Scene audit | `Tools/unreal/ue_audit_scene.py` | materials, placement spans, labels (gate) |
| Review shots | `Tools/unreal/ue_build_review_map.py` + `Tools/review/render_screenshots.sh` | `Screenshots/` |
**Order matters.** `ue_build_demo_map.py` rebuilds the site materials, so any actor staged by another tool must be (re)staged _after_ it, or it keeps a reference to a material that no longer exists — that is how 604 actors once ended up untethered from their materials while the map only looked slightly flat. `Tools/render_screenshots.sh` runs the full chain in the right order and gates on `ue_audit_scene.py`.
**Order matters.** `ue_build_demo_map.py` rebuilds the site materials, so any actor staged by another tool must be (re)staged _after_ it, or it keeps a reference to a material that no longer exists — that is how 604 actors once ended up untethered from their materials while the map only looked slightly flat. `Tools/review/render_screenshots.sh` runs the full chain in the right order and gates on `ue_audit_scene.py`.
Every Blender exporter calls [`Tools/fbx_export_preset.py`](../Tools/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
Every Blender exporter calls [`Tools/blender/fbx_export_preset.py`](../Tools/blender/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
Two rules that the pipeline enforces rather than documents:
@@ -103,7 +103,7 @@ Two rules that the pipeline enforces rather than documents:
## Known engine quirks (2026-11-07)
- One handled `PSOPrecache` ensure fires at packaged-build exit only; not blocking.
- Interchange 5.8 does not create material/texture assets for skeletal FBX imports — `Tools/ue_character_import.py` finishes that chain explicitly.
- Interchange 5.8 does not create material/texture assets for skeletal FBX imports — `Tools/unreal/ue_character_import.py` finishes that chain explicitly.
- Android Turnkey status errors and datarouter DNS warnings in logs are benign.
## Packaged Linux build
@@ -129,13 +129,13 @@ cd /run/media/system/DATA/Builds/GigLineQA/Linux
| `Add-on not loaded: "bl_ext.blender_org.mpfb"` | `mpfb_character_export.py` needs the MPFB add-on visible to Blender | export `BLENDER_USER_SCRIPTS` (see the invocation in [../Art/blender/README.md](../Art/blender/README.md)) |
| The packaged run exits after a couple of seconds during QA | `GigLineShotActor` runs its screenshot list and quits (`bQuitWhenDone`) | it skips its rounds when `-qaselftest` is on the command line — keep that guard |
| Headless `-nullrhi` traces report no hits for everything | the null RHI has no physics scene | verify traces in the **packaged** run (`-qaselftest`), never in a commandlet |
| Import logs "No smoothing group information" for every mesh | `mesh_smooth_type="OFF"` in the FBX export | use `Tools/fbx_export_preset.py` (`FACE`) |
| Import logs "No smoothing group information" for every mesh | `mesh_smooth_type="OFF"` in the FBX export | use `Tools/blender/fbx_export_preset.py` (`FACE`) |
## PIE input test (compare editor vs packaged input intake)
Use to isolate whether the "no controls respond" bug is the packaged standalone's input intake or the Enhanced Input wiring generally.
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the green **Play** (PIE) button and walk / mouse-look.
- `Tools/input/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the green **Play** (PIE) button and walk / mouse-look.
- Interpretation:
- PIE **works** -> the Enhanced Input wiring is fine and the standalone packaged build's SDL input intake is the environment-dependent bug.
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild the input config / character from scratch.
+3 -3
View File
@@ -19,7 +19,7 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
- Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/unreal/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
## Changes since `0.1.0`
@@ -48,10 +48,10 @@ The walking shot is driven per shot rather than by the switch: the shot actor en
## Testing input without a physical keyboard
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
`Tools/input/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input/input_emulation.py`), e.g.:
```bash
python3 Tools/input_test.py --sequence move:2,look:3
python3 Tools/input/input_test.py --sequence move:2,look:3
```
It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
+3 -3
View File
@@ -50,7 +50,7 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
## `0.1.0` — Placement vs references — record (2026-11-08)
Checked against the reference photography (`Art/reference/`) and the Geo measurements (`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via `Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions probed from the DemoMap (commandlet, 2026-11-08).
Checked against the reference photography (`Art/reference/`) and the Geo measurements (`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via `Tools/review/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions probed from the DemoMap (commandlet, 2026-11-08).
### Placement and scale (in-engine ↔ reference)
@@ -82,7 +82,7 @@ Checked against the reference photography (`Art/reference/`) and the Geo measure
- **Crossing ramps are kerb flushes, not graded ramps** — the `0.1.1` Crossing ramp gradient item.
- Site identity (the neoclassical hero with motto band) matches the 2009 façade photograph and the 1922 Masonic elevation within blockout fidelity.
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified flat surfaces as "unexpected" — those flags are the deliberate deviations above, not placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
Pre-check method: `Tools/review/judge_screenshot.py` (vision model) flagged the simplified flat surfaces as "unexpected" — those flags are the deliberate deviations above, not placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
## `0.1.0` — Collision and packaging — audit note (2026-11-08)
@@ -90,7 +90,7 @@ Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselfte
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3 lane centres; the seam rows are what this check adds.)
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above the local ground, along the road and both seam rows. Result **0/35 blocking hits inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking height toward each frontage, required only where the map stages a building (the spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`). Result **0/9 directions without a blocking wall** — the player cannot walk through the hero or the frontage. This probe found the hero façade had **no simple collision** at all (complex-only, so traces and capsule sweeps passed through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were tried first and rejected: on a 95-part, 26 m façade they bulged into the street (the wall probe went 0/35 → 2/35). (First pass used a fixed Z 160 start; the street is at Z ~366, so the probe started inside the earth and reported every row as a dist-0 blocker. Grounding the probe fixed that measurement bug.)
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking height toward each frontage, required only where the map stages a building (the spans are listed in `AGigLineCharacter` and mirror `Tools/unreal/ue_build_demo_map.py`). Result **0/9 directions without a blocking wall** — the player cannot walk through the hero or the frontage. This probe found the hero façade had **no simple collision** at all (complex-only, so traces and capsule sweeps passed through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were tried first and rejected: on a 95-part, 26 m façade they bulged into the street (the wall probe went 0/35 → 2/35). (First pass used a fixed Z 160 start; the street is at Z ~366, so the probe started inside the earth and reported every row as a dist-0 blocker. Grounding the probe fixed that measurement bug.)
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause `IsGamePaused()=1`, unpause 0 — all PASS.
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits cleanly. The `GigLineShotActor` screenshot rounds are suppressed under `-qaselftest` so they cannot quit the run before the audit phases.
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge artifacts of the widened extent, not walkable holes — the walkable corridor is continuous (walk + transect both PASS).
+1 -1
View File
@@ -91,7 +91,7 @@ Two tools talk to paid services and read their keys from the gitignored `.env`:
| Variable | Used by | Needed for |
| --- | --- | --- |
| `OPENROUTER_API_KEY` | `Tools/judge_screenshot.py`, `Tools/facade_detail_concepts.py` | vision pre-check and AI concept plates |
| `OPENROUTER_API_KEY` | `Tools/review/judge_screenshot.py`, `Tools/gen/facade_detail_concepts.py` | vision pre-check and AI concept plates |
| `MAPBOX_ACCESS_TOKEN` | `Geo/tools/mapbox_buildings.py` | the second building-height source |
Nothing in the build, the tests or the release path needs either key. Never commit `.env`; `git check-ignore .env` should succeed.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Loaded 100 of 228 files, more files were not shown because too many files have changed in this diff. Show more