feat(hero): facade rework — inscription, medallions, motto band, banner lettering #39

Merged
zwitschi merged 93 commits from hero-facade-0.3.0 into main 2026-11-10 15:37:40 +01:00
107 changed files with 135 additions and 130 deletions
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@@ -594,3 +594,8 @@ Road_Hollywood_07 158 (was 366)
- **Two things had to change together:** the road had to be exported in slices, _and_ the map had to stop staging the single `Road_Hollywood` asset, which still sat on top of the slices and won every trace.
- General lesson: a long walkable mesh needs slicing in the source, because Unreal's simple collision is a convex hull of the whole mesh - the per-slice hull is the only way its collision follows its surface.
## 2026-11-10 — `chmod u+w` on the Blender files, and what re-rendering does not do
- Every `.blend` under `Art/` checked out read-only; a Blender save then fails with `RuntimeError: Error: Cannot save blend file ... is not writable`, and because the export happens after the save in `Tools/hero_facade_build.py`, **the FBX is never written and the old one is reused silently**. All 20 `.blend`/`.blend1` files were made writable; `find Art -name '*.blend' ! -perm -u+w` now returns 0.
- **Re-rendering does not pick up `.blend` changes.** `Tools/render_screenshots.sh` renders the imported UE assets, so a rebuild is needed in between: Blender build → `Tools/ue_*_import.py` → render. Chmod alone cannot change a pixel; the hero captures are byte-identical before and after.
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