The site exporter now splits sidewalks and kerbs into ~20 m pieces (SEGMENTED / SEGMENT_M in Art/blender/site/export_site_fbx.py), 56 slices in all, so each has a bounding box that means something where it stands instead of reporting the highest point on a 279 m slope. They import and stage (63 site meshes in the demo map). The hypothesis behind it is dead, and that is the useful part: with the invisible sidewalk stopgap retired, the player now falls to Road_Hollywood at 366 - the slices do not block either. So the 279 m aspect ratio was never the cause; a 20 m slice of the same mesh fails identically. The sidewalk geometry itself is what does not collide, and the next place to look is its shape - an open surface with no volume, inverted winding or zero-thickness triangles - not the import flags and not the size. The stopgap retirement stands: the player walks on the road, which is real geometry that does collide, rather than on an invisible ledge.
Art
Editable sources and original textures. Exported, game-ready output goes to Game/Content/.
Layout (as content arrives)
| Path | Contents |
|---|---|
Art/blender/ |
.blend sources, one file per building or asset family |
Art/textures/ |
Original texture sources before baking or compression |
Art/reference/ |
Reference photography, local only, gitignored — never committed. Fetch with Tools/commons_fetch.py; what it is evidence for goes in Docs/reference-notes-hollywood.md |
Rules
- Every
.blendsaves with a real-world metric scene scale. No exceptions; scale drift is the main source of import defects. - Named export presets only. Record the preset name and its settings next to the asset that used it.
- Textures enter as a documented source (author, licence, source URL) and are listed in ../THIRD_PARTY_NOTICES.md.
- Reference photography is never committed and never shipped. It is evidence, not content. Licensing is not a gate for local private development, but anything that would derive from a reference in a shipped asset needs a licensing decision before release.
.blendfiles are LFS-tracked and lockable; pull before editing.