# Screenshots — visual review Rendered in-game captures of the current project content, generated by [`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are committed alongside this README so a reviewer sees exactly what the build rendered. ## How to regenerate ```bash Tools/render_screenshots.sh ``` The script rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current content, runs the game on it, lets `AGigLineShotActor` walk the fixed camera list, captures each shot, copies the PNGs here and exits. About a minute. The camera list lives in `Tools/ue_build_review_map.py`; add new shots there and delete retired ones from this folder. ## Scene conventions - **Floor**: 160 m square, 10 cm thick, top face exactly at Z 0. Anything standing on it has bounds starting at Z 0; the character measures Z 0..83 cm. - **Cubes**: `Cube_ScaleTest_A` floats at Z 2 m, `Cube_ScaleTest_B` rests on the floor. Both are exactly 1 m, so they double as the scale reference. - **Lighting**: one warm directional key light plus a sky fill. This is the review rig, not the `0.1.0` daytime look. - **Known limitation**: outside the floor there is no geometry, so the horizon is a black band. ## Shots ## review-00-overview.png — Wide scene overview, approval: ☑ approved 2026-11-07 ![Wide scene overview](review-00-overview.png) Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once. ## review-01-character.png — MPFB mannequin, mid shot, approval: ☑ approved 2026-11-07 ![MPFB mannequin, mid shot](review-01-character.png) The imported MPFB character at eye height from the south. Check the feet meet the plane: the contact shadow joins the soles. ## review-02-scale-cubes.png — Scale cubes, approval: ☑ approved 2026-11-07 ![Scale cubes](review-02-scale-cubes.png) Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow. ## review-03-player-placement.png — Player pawn placement, approval: ☑ approved 2026-11-07 ![Player pawn placement](review-03-player-placement.png) The pawn the game actually spawns (`AGigLineCharacter`) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands. ## review-04-ground-contact.png — Ground contact detail, approval: ☑ approved 2026-11-07 ![Ground contact detail](review-04-ground-contact.png) Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring. ## review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☑ approved 2026-11-07 ![review-04-hero-facade-front](review-04-hero-facade-front.png) ## review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☑ approved 2026-11-07 ![review-05-hero-facade-oblique](review-05-hero-facade-oblique.png) ## review-05-shadow-compare.png — Shadow comparison, approval: ☑ approved 2026-11-07 ![Shadow comparison](review-05-shadow-compare.png) Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one. ## review-06-hero-portals.png — Hero façade portals, approval: ☑ approved 2026-11-07 ![Hero façade portals](review-06-hero-portals.png) New: generated 2026-11-07 after the portals were rebuilt. Eye height at 8 m, filling the frame with the three doorways, their flights, and the plinth. The doors are now genuine 1.2 m recesses cut through four plinth piers, with stone jambs and lintels standing proud and three mullions in each opening. What this shot is evidence for: that the entrance is three separate openings with individual flights (not the inherited "eight steps, 12 m wide"), and that the facade stands on Z 0 rather than sinking into the ground. ## review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☑ approved 2026-11-07 ![Hero façade, north sidewalk](review-07-hero-facade-front.png) Closer straight-on view from the road side of the building line. ## review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☑ approved 2026-11-07 ![Hero façade, oblique](review-08-hero-facade-oblique.png) From the north-west, showing the 12 m body and the column line standing proud of the mass. ## What to look for - **Ground contact**: feet meet the plane with no gap and no shadow seam. - **Scale**: everything checks against the 1 m cubes. - **Façade proportions**: six columns at 4.96 m centres across 25.75 m; check the rhythm reads as the photographs do in silhouette. ## Known cosmetic issues - The floor renders with a faint speckle from the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`. Cosmetic only. - The hero façade still has flat Blender colours; surfaces are a later materials pass. ## Demo map views (2026-11-07) — ☐ pending Rendered from `/Game/Hollywood/DemoMap`, the walkable level rather than the review staging. Cameras are staged by `Tools/ue_build_review_map.py` and captured with the same shot actor. | Shot | Shows | | --- | --- | | `demo/review-00-demo-spawn-view.png` | The player's own spawn view: north sidewalk, 20 m back, the full 14.5 m of the hero façade across the road | | `demo/review-01-demo-street-level.png` | Close street level: portals, flights, banners and the colonnade from the road | | `demo/review-02-demo-crossing.png` | From the west end looking along the block | Known issues in this build, visible in the shots and already on the roadmap: - The façade renders very pale — the Blender materials came across as flat colours with no normal or roughness, so it reads as untextured stone. That is the `0.1.4` façade patch, not a lighting bug. - The banners and window panels stand detached from the wall, floating in the colonnade. They are the next modelling pass. - Terrain carries the sidewalks between the kerb and the building line, so the walkable surface there is the terrain mesh, not a modelled pavement.