The owner rejected the previous pass on three counts - too saturated, too dark, and the albedo was wrong for the building. All three were true, and the reason the colour work kept missing is that the albedo never reached the material: import_albedo() resolved the repository root one level short after the tools move, so every 'stone' render was the flat tint alone. That is fixed first. Then measured instead of guessed: the reference's sunlit stone samples sRGB ~0.49 (linear ~0.19), attic highlight ~0.75, shaded recess ~0.43, and it is nearly neutral, not warm. New albedo generated for a pale low-contrast marble-limestone ashlar (two checkpoints compared, AlbedoBase won) and the tint moved to (0.47, 0.455, 0.43) with the shadow at (0.30, 0.29, 0.27), which lands lit stone around 0.62 sRGB - brighter than the last pass and close to the photographs. The elevation now reads as pale, low-saturation concrete/marble with thin-jointed ashlar. Row 4-6 re-rendered and pending. The architectural pass the owner also asked for - carved inscription, medallions, banner lettering, capital and grille depth - is untouched and recorded as the next step. THIRD_PARTY_NOTICES carries the new seed and prompt.
Gig Line
A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.
Status
0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.
Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.
Layout
| Path | Contents |
|---|---|
Game/ |
Unreal project, configuration, source, game-ready content |
Art/ |
Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library |
Geo/ |
Source manifests, permitted geographic data, and every geographic tool |
Tools/ |
Unreal-side importers, level builders, and reference gathering |
Docs/ |
Setup, toolchain pins, build and content pipeline, licensing, release checks |
Screenshots/ |
Rendered review captures and their approval state |
Getting started
git lfs install # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers
The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.
Documents
- TODO.md — living task list, source of truth for progress
- ROADMAP.md — development plan: milestone goals, scope, and release gates
- MEMORY.md — shared session memory: discoveries, traps, decisions
- AGENTS.md — contributor and agent rules
- PLAN.md — scope, stack, release policy, timeline
- Docs/toolchain.md · Docs/environment.md — pins and workstation audit
- Docs/build.md — fresh-checkout build and content pipeline
- Docs/release-checks.md — release gates
- Docs/licensing.md · THIRD_PARTY_NOTICES.md — licensing
- CHANGELOG.md — release history
Licensing
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.