feat(hero): facade rework — inscription, medallions, motto band, banner lettering #39
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@@ -26,7 +26,7 @@ Both capture passes are produced by [`Tools/render_screenshots.sh`](../Tools/ren
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| 11 | ReviewMap | [shadow compare](review/review-shadow-compare.png) | ☐ pending | |
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| 12 | ReviewMap | [vehicle](review/review-vehicle.png) | ☐ pending | |
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| 13 | DemoMap | [crossing](demo/review-demo-crossing.png) | ☐ pending | |
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| 14 | DemoMap | [feet](demo/review-demo-feet.png) | ☐ pending | |
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| 14 | DemoMap | [feet](demo/review-demo-feet.png) | ☐ pending | character and car float | |
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| 15 | DemoMap | [north buildings](demo/review-demo-north-buildings.png) | ☐ pending | |
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| 16 | DemoMap | [retail frontage](demo/review-demo-retail-frontage.png) | ☐ pending | |
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| 17 | DemoMap | [spawn view](demo/review-demo-spawn-view.png) | ☐ pending | character and car float |
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@@ -35,7 +35,7 @@ Both capture passes are produced by [`Tools/render_screenshots.sh`](../Tools/ren
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| 20 | DemoMap | [third person walk](demo/review-demo-third-person-walk.png) | ☐ pending | character and car float |
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| 21 | DemoMap | [third person](demo/review-demo-third-person.png) | ☐ pending | character and car float |
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| 22 | DemoMap | [vehicle](demo/review-demo-vehicle.png) | ☐ pending | |
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| 23 | DemoMap | [wheel](demo/review-demo-wheel.png) | ☐ pending | |
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| 23 | DemoMap | [wheel](demo/review-demo-wheel.png) | ☐ pending | car floats | |
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**Status:** ☐ pending · ☑ approved · ☒ rejected. "ReviewMap" rows are asset staging; "DemoMap" rows are the game map.
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@@ -675,7 +675,32 @@ def build():
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# Measured, not guessed: the QA self-test reports the capsule settling at Z 561 on this
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# pavement (capsule half height 88), so 561 puts the soles exactly on the surface. The
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# previous Z 600 started 39 cm in the air and read as floating.
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player_z = 561.0
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# Measured from the staged geometry: Demo_Sidewalk_North spans Y -1912..-1053 and its
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# top face is at Z 380, and the player start's XY is inside that footprint. The capsule
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# centre belongs at 380 + half height 88 + 1 = 469. Earlier values put the feet BELOW the
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# pavement top, so the capsule started inside the sidewalk block and the downward trace
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# exited through it to Road_Hollywood at 366 - which is what made the character look like
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# it floated while standing on a surface 14 cm above the road.
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player_z = 469.0
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# Stopgap collision for the north sidewalk. The staged mesh (Demo_Sidewalk_North, top at
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# Z 380) does not block a downward trace - the capsule falls straight through it to
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# Road_Hollywood at 366 - so an invisible cube supplies the surface the player walks on.
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# The real fix belongs in the kit mesh's collision; this keeps the demo walkable meanwhile.
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sidewalk_collision = spawn(unreal.StaticMeshActor,
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unreal.Vector(-14000.0, -1482.5, 376.0),
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"Demo_SidewalkCollision")
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if sidewalk_collision:
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cube = unreal.EditorAssetLibrary.load_asset("/Engine/BasicShapes/Cube.Cube")
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comp = sidewalk_collision.get_component_by_class(unreal.StaticMeshComponent)
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if cube and comp:
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comp.set_static_mesh(cube)
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comp.set_mobility(unreal.ComponentMobility.STATIC)
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# A 100 cm engine cube: 279 m long, 8.6 m wide, 8 cm thick -> top at Z 380.
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sidewalk_collision.set_actor_scale3d(unreal.Vector(279.0, 8.6, 0.08))
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comp.set_collision_profile_name("BlockAll")
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sidewalk_collision.set_actor_hidden_in_game(True)
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log("staged: Demo_SidewalkCollision (invisible, top at Z 380)")
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spawn(unreal.PlayerStart, unreal.Vector(-13336.0, -1150.0, player_z), "Demo_PlayerStart",
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unreal.Rotator(pitch=0.0, yaw=90.0, roll=0.0))
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log("staged: Demo_PlayerStart on the cut north sidewalk, facing south (+Y)")
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