The reported fall-through was a misdiagnosis: the player never fell. The imported Terrain_DEM had only a bounding-box simple collision proxy, so a downward trace anywhere in the block hit the terrain at Z 819 (the mesh bbox max) and the street sat under an invisible 8 m lid. Standing on that box looked plausible, which is why it read as working. - add UGigLineAssetTools (C++): force CTF_UseComplexAsSimple on a static mesh. UE 5.8 dropped bUseComplexAsSimpleCollision and Python cannot set the flag; the builder also saves the asset, since the flag lives there and a map-only save silently reverts it. - spawn (-13336, -1150, 600): inside the carved corridor (the cut is a 10.7 m half-width around the road centreline), lands on the road at 456. - fix ResetToStart returning to the mid-air PlayerStart captured in BeginPlay: StartLocation is now captured on the first grounded frame. - HighResShot 1280x720 instead of "1280 720", which is a multiplier. - add -qaselftest: scripted walk/reset/pause on a core ticker plus a swept ground transect. Results: walk 746 cm/2 s with Z steady, reset 0 cm from spawn, pause/unpause 1/0, transect 84 samples 0 holes. - rebase onto main, keeping the frontage materials and placement fixes.
61 lines
3.6 KiB
Markdown
61 lines
3.6 KiB
Markdown
# Tools
|
|
|
|
Repeatable helpers that drive Blender, Unreal, and the reference/asset sources. Nothing here is hand-run twice: every step that produced committed content has a script.
|
|
|
|
Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side builders live next to their output in `Art/blender/*/`; this folder holds everything that talks to Unreal, the network, or the repository.
|
|
|
|
## Conventions
|
|
|
|
- One script, one job. Every input is an argument; no interactive prompts.
|
|
- Absolute paths where a tool crosses into a sandbox (Blender Flatpak, the Unreal commandlet). Those processes do not share the repo's working directory.
|
|
- Unreal commandlets swallow `print()`, so each writes a result file under `/tmp/gigline/`. Read the file; do not trust the exit code alone.
|
|
- No credentials, no writes outside the project by default.
|
|
|
|
## Repository and assets
|
|
|
|
| Tool | Purpose |
|
|
| --- | --- |
|
|
| `check-lfs.sh` | Fails if the `lfs` filter is missing or an LFS-tracked file was committed as a plain blob |
|
|
| `sibling_asset_audit.py` | Reads the sibling project's prop library from GLB headers into `Art/props/reuse-manifest.json`; copies nothing |
|
|
| `scale_test_export.py` / `ue_scale_test_import.py` | The 1 m = 100 uu scale test; the named presets `ue_metric_v1` live in these two files |
|
|
|
|
## Reference gathering
|
|
|
|
| Tool | Purpose |
|
|
| --- | --- |
|
|
| `commons_fetch.py` | Wikimedia Commons: search, exact `File:` titles, or a whole category; writes a provenance `sidecar.json` |
|
|
| `page_image_fetch.py` | Resolves a web page's `og:image` and downloads it (Flickr, Commons file pages, photo blogs) |
|
|
| `addon_compat_probe.py` | Verifies MPFB/Blosm can load and generate headless on the pinned Blender |
|
|
|
|
## Blender content
|
|
|
|
| Tool | Purpose |
|
|
| --- | --- |
|
|
| `hero_facade_build.py` | Parametric hero façade; emits a JSON report naming the evidence behind every part |
|
|
| `mpfb_character_export.py` | MPFB human, standard rig, baked skin, FBX export |
|
|
|
|
## Unreal import and level building
|
|
|
|
| Tool | Purpose |
|
|
| --- | --- |
|
|
| `ue_import_site.py` | Imports the six site FBXs into `/Game/Hollywood/Site`, setting collision complexity per mesh |
|
|
| `ue_hero_facade_import.py` | Imports the façade and places it on the measured building line |
|
|
| `ue_build_demo_map.py` | Builds `/Game/Hollywood/DemoMap`: lighting, façade, site meshes, player start |
|
|
| `ue_build_review_map.py` | Rebuilds `Test/ReviewMap`, stages the shot camera list, and stages the demo-map views |
|
|
| `ue_create_input_assets.py` | Creates `/Game/Input` actions and the mapping context headlessly |
|
|
| `ue_character_import.py` | Skeletal import plus the material/texture chain Interchange skips |
|
|
|
|
## Visual review
|
|
|
|
| Tool | Purpose |
|
|
| --- | --- |
|
|
| `render_screenshots.py` / `render_screenshots.sh` | Rebuilds the review map, runs the game, captures the shot list into `Screenshots/` |
|
|
| `judge_screenshot.py` | Vision-model pre-check: judges a screenshot against an expected-scene description (`--image` + `--expect`, or `--shots` for every shot in the README). Reads `OPENROUTER_API_KEY` from `.env` (ignored). Optional helper — a human must still approve. |
|
|
|
|
## Gameplay QA
|
|
|
|
| Command | Purpose |
|
|
| --- | --- |
|
|
| `UnrealEditor <uproject> /Game/Hollywood/DemoMap -game -qaselftest` | Headless behaviour check: drives forward input for 2 s, then resets and pauses. Logs `GigLine QA: ... PASS/FAIL` lines and a final `RESULT`. Runs only with `-qaselftest`, so normal play is unaffected. |
|
|
| `GigLine SIM` / `GigLine GROUND` log lines | Emitted every second by `AGigLineCharacter` (TEMP QA): position, fall state, movement mode, and what the ground probe hits underneath. Remove before release. |
|