127 lines
6.0 KiB
Markdown
127 lines
6.0 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 committed alongside
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this README so a reviewer sees exactly what the build rendered.
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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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The script rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current content, runs the
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game on it, lets `AGigLineShotActor` walk the fixed camera list, captures each shot, copies the
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PNGs here and exits. About a minute. The camera list lives in `Tools/ue_build_review_map.py`;
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add new shots there and delete retired ones from this folder.
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## Scene conventions
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- **Floor**: 160 m square, 10 cm thick, top face exactly at Z 0. Anything standing on it has bounds
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starting at Z 0; the character measures Z 0..83 cm.
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- **Cubes**: `Cube_ScaleTest_A` floats at Z 2 m, `Cube_ScaleTest_B` rests on the floor. Both are
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exactly 1 m, so they double as the scale reference.
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- **Lighting**: one warm directional key light plus a sky fill. This is the review rig, not the
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`0.1.0` daytime look.
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- **Known limitation**: outside the floor there is no geometry, so the horizon is a black band.
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## Shots
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## review-00-overview.png — Wide scene overview, approval: ☑ approved 2026-11-07
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Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once.
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## review-01-character.png — MPFB mannequin, mid shot, approval: ☑ approved 2026-11-07
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The imported MPFB character at eye height from the south. Check the feet meet the plane: the contact shadow joins the soles.
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## review-02-scale-cubes.png — Scale cubes, approval: ☑ approved 2026-11-07
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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.
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## review-03-player-placement.png — Player pawn placement, approval: ☑ approved 2026-11-07
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The pawn the game actually spawns (`AGigLineCharacter`) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands.
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## review-04-ground-contact.png — Ground contact detail, approval: ☑ approved 2026-11-07
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Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring.
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## review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☑ approved 2026-11-07
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## review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☑ approved 2026-11-07
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## review-05-shadow-compare.png — Shadow comparison, approval: ☑ approved 2026-11-07
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Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one.
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## review-06-hero-portals.png — Hero façade portals, approval: ☑ approved 2026-11-07
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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.
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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.
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## review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☑ approved 2026-11-07
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Closer straight-on view from the road side of the building line.
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## review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☑ approved 2026-11-07
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From the north-west, showing the 12 m body and the column line standing proud of the mass.
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## What to look for
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- **Ground contact**: feet meet the plane with no gap and no shadow seam.
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- **Scale**: everything checks against the 1 m cubes.
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- **Façade proportions**: six columns at 4.96 m centres across 25.75 m; check the rhythm reads as the
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photographs do in silhouette.
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## Known cosmetic issues
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- The floor renders with a faint speckle from the `Constant3Vector` wiring in
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`Tools/ue_build_review_map.py`. Cosmetic only.
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- The hero façade still has flat Blender colours; surfaces are a later materials pass.
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## Demo map views (2026-11-07) — ☐ pending
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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.
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| Shot | Shows |
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| --- | --- |
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| `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 |
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| `demo/review-01-demo-street-level.png` | Close street level: portals, flights, banners and the colonnade from the road |
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| `demo/review-02-demo-crossing.png` | From the west end looking along the block |
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Known issues in this build, visible in the shots and already on the roadmap:
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- 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.
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- The banners and window panels stand detached from the wall, floating in the colonnade. They are the next modelling pass.
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- Terrain carries the sidewalks between the kerb and the building line, so the walkable surface there is the terrain mesh, not a modelled pavement.
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