The review floor was a 5 cm slab centred 50 cm down, so the character floated 1.8 m above it. The floor is now 90 m x 90 m x 10 cm with its top face at Z 0 and the character measures Z 0..83 cm - feet on the plane. Two cubes only: A on the ground as the contact/scale reference, B held at 2 m so its cast shadow separates from the body for comparison. The scale-cubes camera was still aimed at the old three-cube row and now looks at both from the south. Screenshots are committed per the owner's instruction, and .gitignore no longer excludes them.
140 lines
6.9 KiB
Markdown
140 lines
6.9 KiB
Markdown
# Screenshots — visual review
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Rendered in-game captures of the current project content, generated by
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[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are
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committed alongside this README so a reviewer sees exactly what the build
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rendered. The `![...]` embeds below resolve next to this file.
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## How to regenerate
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```bash
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Tools/render_screenshots.sh
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```
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This rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current
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content (floor, key light, sky, MPFB character, the three 1 m scale cubes),
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runs the game on it in `-game` mode, lets `AGigLineShotActor` walk its fixed
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camera list and capture, and copies the PNGs here. Takes about a minute.
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Each screenshot is embedded below with its description and approval state.
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After reviewing, tick the approval checkbox so agents know whether the look
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is accepted or needs work.
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## review-00-overview.png — generated 2026-11-07, approval: ☐ pending
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Wide shot from the south-west, elevated. The review scene as a whole:
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character at origin, three 1 m calibration cubes in a row at 4 m north, gray
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floor, one key light plus fill sky.
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## review-01-character.png — generated 2026-11-07, approval: ☐ pending
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Medium shot, eye height, from the south. The MPFB-generated character with
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its baked skin material and A-pose bind.
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## review-02-scale-cubes.png — generated 2026-11-07, approval: ☐ pending
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Close three-quarter view of the cube row. Each cube is exactly 1 m — use it
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to judge scale against the character.
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## review-03-first-person.png — generated 2026-11-07, approval: ☐ pending
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New shot for the first-person player work. Camera is at 165 cm — the player's
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eye height — looking from behind and slightly south-east of the spawn point.
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It shows where the player lands (the character stands at origin, which is also
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the default spawn) and how the capsule/camera relate to the 1 m cubes.
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**What changed in the game since the last review:** the project now has a
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first-person `AGigLineCharacter` (1.75 m capsule, 1.60 m eye camera, 4 m/s
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walk, Enhanced Input with WASD + mouse look + jump) wired as the default pawn
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by `AGigLineGameModeBase`. Nothing visible from these cameras should differ:
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the review map spawns its own pawn-free staging, so this shot is the reference
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for the new pawn's position and eye height, not of the pawn itself.
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**Not shown, needs a human check:** walking, mouse look and jump can only be
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judged interactively. Launch the editor, press Play on `Test/ReviewMap`, and
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confirm W/A/S/D move in the expected directions, the mouse looks around with no
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acceleration, and Space jumps once per press.
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## review-04-hero-facade-front.png — generated 2026-11-07, approval: ☐ pending
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New: the **hero façade blockout** for 6840 Hollywood Blvd — six columns at
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4.96 m centres across the measured 25.75 m frontage, entablature 2.2 m,
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parapet 1.6 m, plinth and three portal flights. Straight on from the north
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sidewalk, looking south.
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What it establishes: frontage width, column rhythm and the vertical stack
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(plinth → colonnade → entablature → parapet) all read as the photographs do
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in silhouette.
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What it does **not** have yet: the banners, windows, portal recesses and motto
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band are modelled but sit *behind* the colonnade, so from this distance the
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elevation reads as a plain white mass. The materials are flat colours from
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Blender, not look-developed. Do not judge surfaces here — that is the
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materials pass.
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## review-05-hero-facade-oblique.png — generated 2026-11-07, approval: ☐ pending
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Oblique from the north-west. Shows the building's depth (12 m modelled body),
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the column line standing proud of the mass, and the scale relative to the
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review floor and character far to the left.
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**Known issue, recorded rather than hidden:** the façade stands on the review
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floor at Z 0 but is 25 m away from the original review scene, so it appears to
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float over the horizon band. That is the review scene's limitation, not the
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asset's; the real map will have the terrain under it.
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## Scene corrections in this pass (2026-11-07)
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Three things were wrong in the staging and are fixed:
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- **The floor was 5 cm thick and centred at Z −50 cm, so the character floated
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about 1.8 m above it.** The floor is now 90 m x 90 m x 10 cm with its top face
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exactly at Z 0, and the character stands on it: measured bounds are Z 0..83 cm
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— feet on the plane, no gap.
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- **Cubes: one on the ground, one floating.** `Cube_ScaleTest_A` sits on the floor
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(base at Z 0) as the ground-contact and scale reference; `Cube_ScaleTest_B`
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hangs at 2 m so its cast shadow separates from the object and can be compared
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against the grounded cube's contact shadow.
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- **The scale-cubes camera was still pointing at the old three-cube row.** It now
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looks at both cubes from the south at (0, −900, 200) cm.
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Known scene limitation, unchanged: the floor is 90 m across and the horizon is a
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black band where no geometry exists. That is the review scene, not the asset.
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## What to look for
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- **Character**: proportions, bind pose, skin material readability.
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- **Scale cubes**: each is exactly 1 m — use them to sanity-check anything
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whose size looks off.
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- **Lighting**: one warm key light and fill sky; this is the temporary review
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rig, not the `0.1.0` daytime look.
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## Known cosmetic issues in the review scene
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- The gray floor material renders with a speckled pattern instead of flat
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gray — suspect the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
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Cosmetic only; the floor exists so shadows and scale read correctly.
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- The horizon shows a black band below the sky atmosphere (no distant ground
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plane). Expected in the empty review scene.
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## Conventions
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- `review-NN-name.png` names are produced by `AGigLineShotActor`
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(`Game/GigLine/Source/GigLine/GigLineShotActor.h`); the camera list lives in
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`Tools/ue_build_review_map.py`.
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- Add or adjust shots there when new content needs review, then update this
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README's table in the same change.
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- Agents: see the *Visual review* section in [`AGENTS.md`](../AGENTS.md).
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