Files
gig-line/Screenshots/README.md
T
zwitschi c5e30d1c36 feat: hero facade blockout for 6840 Hollywood Blvd
Tools/hero_facade_build.py builds the north elevation parametrically and writes
a JSON report naming the evidence behind every part: the 25.75 m frontage and
14.5 m height are measured, the 4.96 m column bay comes from the sibling notes
and matches that frontage, the three portal flights follow the photographs (five
risers, overturning the inherited eight-step, 12 m wide claim), and the rest is
labelled assumption.

Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset
(2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured
building line of /Game/Hollywood/DemoMap.

Two new review shots at review-04 and review-05, both pending approval. Camera
placement cost four renders: the first two sat inside the facade body, and the
frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of
the building line in project terms.
2026-11-07 11:42:29 +01:00

6.1 KiB

Screenshots — visual review

Rendered in-game captures of the current project content, generated by Tools/render_screenshots.sh. The PNGs in this folder are never committed (.gitignore excludes everything here except this README) — they exist on disk so a human can review the game's appearance after every change that could affect it. The ![...] embeds below resolve locally next to this file.

How to regenerate

Tools/render_screenshots.sh

This rebuilds Game/GigLine/Content/Test/ReviewMap.umap from the current content (floor, key light, sky, MPFB character, the three 1 m scale cubes), runs the game on it in -game mode, lets AGigLineShotActor walk its fixed camera list and capture, and copies the PNGs here. Takes about a minute.

Each screenshot is embedded below with its description and approval state. After reviewing, tick the approval checkbox so agents know whether the look is accepted or needs work.

review-00-overview.png — generated 2026-11-07, approval: ☐ pending

Wide overview from the south-west: character at origin, three 1 m calibration cubes in a row at 4 m north, gray floor, key light and sky

Wide shot from the south-west, elevated. The review scene as a whole: character at origin, three 1 m calibration cubes in a row at 4 m north, gray floor, one key light plus fill sky.

review-01-character.png — generated 2026-11-07, approval: ☐ pending

Medium eye-height shot of the MPFB-generated character from the south, A-pose with baked skin material

Medium shot, eye height, from the south. The MPFB-generated character with its baked skin material and A-pose bind.

review-02-scale-cubes.png — generated 2026-11-07, approval: ☐ pending

Close three-quarter view of the 1 m scale-test cube row on the gray floor

Close three-quarter view of the cube row. Each cube is exactly 1 m — use it to judge scale against the character.

review-03-first-person.png — generated 2026-11-07, approval: ☐ pending

Third-person shot from a player's eye line looking across the review floor: the MPFB character at origin (spawn point), one red cube behind it, sky and horizon behind

New shot for the first-person player work. Camera is at 165 cm — the player's eye height — looking from behind and slightly south-east of the spawn point. It shows where the player lands (the character stands at origin, which is also the default spawn) and how the capsule/camera relate to the 1 m cubes.

What changed in the game since the last review: the project now has a first-person AGigLineCharacter (1.75 m capsule, 1.60 m eye camera, 4 m/s walk, Enhanced Input with WASD + mouse look + jump) wired as the default pawn by AGigLineGameModeBase. Nothing visible from these cameras should differ: the review map spawns its own pawn-free staging, so this shot is the reference for the new pawn's position and eye height, not of the pawn itself.

Not shown, needs a human check: walking, mouse look and jump can only be judged interactively. Launch the editor, press Play on Test/ReviewMap, and confirm W/A/S/D move in the expected directions, the mouse looks around with no acceleration, and Space jumps once per press.

review-04-hero-facade-front.png — generated 2026-11-07, approval: ☐ pending

Straight-on three-quarter view of the hero facade blockout: six fluted columns on pedestals under a plain entablature, parapet band above, plinth below, standing against a dark floor

New: the hero façade blockout for 6840 Hollywood Blvd — six columns at 4.96 m centres across the measured 25.75 m frontage, entablature 2.2 m, parapet 1.6 m, plinth and three portal flights. Straight on from the north sidewalk, looking south.

What it establishes: frontage width, column rhythm and the vertical stack (plinth → colonnade → entablature → parapet) all read as the photographs do in silhouette.

What it does not have yet: the banners, windows, portal recesses and motto band are modelled but sit behind the colonnade, so from this distance the elevation reads as a plain white mass. The materials are flat colours from Blender, not look-developed. Do not judge surfaces here — that is the materials pass.

review-05-hero-facade-oblique.png — generated 2026-11-07, approval: ☐ pending

Oblique view from the north-west showing the facade's volume, the colonnade in depth, and the review scene's small floor and cubes far to the left

Oblique from the north-west. Shows the building's depth (12 m modelled body), the column line standing proud of the mass, and the scale relative to the review floor and character far to the left.

Known issue, recorded rather than hidden: the façade stands on the review floor at Z 0 but is 25 m away from the original review scene, so it appears to float over the horizon band. That is the review scene's limitation, not the asset's; the real map will have the terrain under it.

What to look for

  • Character: proportions, bind pose, skin material readability.
  • Scale cubes: each is exactly 1 m — use them to sanity-check anything whose size looks off.
  • Lighting: one warm key light and fill sky; this is the temporary review rig, not the 0.1.0 daytime look.

Known cosmetic issues in the review scene

  • The gray floor material renders with a speckled pattern instead of flat gray — suspect the Constant3Vector wiring in Tools/ue_build_review_map.py. Cosmetic only; the floor exists so shadows and scale read correctly.
  • The horizon shows a black band below the sky atmosphere (no distant ground plane). Expected in the empty review scene.

Conventions

  • review-NN-name.png names are produced by AGigLineShotActor (Game/GigLine/Source/GigLine/GigLineShotActor.h); the camera list lives in Tools/ue_build_review_map.py.
  • Add or adjust shots there when new content needs review, then update this README's table in the same change.
  • Agents: see the Visual review section in AGENTS.md.