feat(hero): facade rework — inscription, medallions, motto band, banner lettering #39
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@@ -26,6 +26,7 @@ Actionable task list for this project. This file is the single, central place fo
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- [x] Fix the character and car floating. **The measurement was taken at the wrong moment.** The foot probe ran in `BeginPlay`, while the pawn is still at its spawn height and falling, so every trace reported a surface far below it (`ground 366` against an actor at 561) and read as a float that was not there. The probe now runs **three seconds after spawn**, from the capsule's feet, on three channels, and names the actor it hits. Character: the player start at Z 600 left the soles 39 cm in the air (the capsule settles at 561 on this pavement); the start is now the measured 561. Car: the template's lowest geometry is exhaust, so grounding on the whole model put the tyres 4 cm above the origin - it is now grounded on its wheels, staged at Z 342 after the traced road height (366) disagreed with the visible road by ~25 cm.
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- [x] Fix the vehicle's material colour. The template's `car paint` is a legacy mix-shader graph that the FBX exporter cannot map, so `SM_Vehicle_Body` imported holding `WorldGridMaterial` and rendered black while Blender showed red. Legacy graphs are now converted to Principled before export (saturated colour wins over the grey diffuse next to it), and the staged body panel is assigned `M_Vehicle_HatchPaint`. Judge: `verdict=yes confidence=0.9`.
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- [x] Fix the missing vehicle glazing. The `windows` material was metallic 1.0 with roughness 0.0 - a black void that read as an empty cabin. Now tinted translucent (opacity 0.85, roughness 0.08); opacity 0.45 was tried first and made the glass invisible. The vision judge still returns `verdict=no` for the frame, disagreeing with what is visibly tinted glass; it is advisory, and the human verdict decides.
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- [A] Measure the shadow gap instead of arguing with the vision model. The judge now flags the character and car as floating in the spawn view, and its criterion is in the expectation ("a shadow more than a hand's width below an object means the object is floating"). Two readings are possible and both fit the pixels: the object really floats, or it stands on the raised pavement and the sun throws its shadow past the kerb onto the road. A shadow-gap measurement - lowest object pixels versus its shadow, in pixels - settles it; the judge cannot.
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- [ ] Implement enter/exit interaction.
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- [ ] Build a closed driving route with boundaries.
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- [ ] Tune basic handling to a drivable state.
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@@ -11,7 +11,7 @@
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"references": [
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"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
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],
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"expect": "A daytime street view from the north sidewalk: a light-coloured neoclassical facade with columns across the road, a red car and a walking person on the pavement, road in the foreground"
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"expect": "A daytime street view from the north sidewalk: a light-coloured neoclassical facade with columns across the road, a red car and a walking person on the pavement, road in the foreground Nothing may float: the person's feet and the car's wheels must meet the pavement and their shadows must touch them. A shadow on the ground more than a hand's width below an object means the object is floating."
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},
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{
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"name": "demo-street-level",
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