Files
gig-line/Screenshots/README.md
T
zwitschi c53386fcf4 docs(review): embed every screenshot inline so the review happens in the file
Each shot now has its own section with the image embedded, its view, expected
content and both verdicts, plus a status table at the top that links to them.
A path alone was not a review: the owner had to open five PNGs to judge a pass.

Also recorded in AGENTS.md (a path is not a review; approval ticks both the section
and the table row), the two retail assets and tools in the arc42 building block
view and the combined architecture.md, and prettier-formatted the changed files.
2026-11-09 09:33:23 +01:00

6.7 KiB
Raw Blame History

Screenshots — demo-map visual review

Rendered captures of the demo map only — what a player sees when the demo runs. Generated by Tools/render_screenshots.sh; the PNGs are committed so a reviewer sees exactly what the build rendered.

The review staging map (/Game/Test/ReviewMap) is not part of this set: it exists to hold the camera list and the hero detail rig, and it is not what ships.

How to regenerate

Tools/render_screenshots.sh --verify

Stages the demo shot cameras, runs the game on /Game/Hollywood/DemoMap, copies the PNGs into Screenshots/demo/ and then runs Tools/visual_loop.py --verify to check that each shot still shows the content its expectation describes. About a minute.

Status at a glance

Every shot is embedded below, in order, so the whole review happens in this file.

# Shot Verified Approved
1 Spawn view ☑ 2026-11-09 ☑ 2026-11-09
2 Street level ☑ 2026-11-09 ☑ 2026-11-09
3 Crossing ☑ 2026-11-09 ☑ 2026-11-09
4 North buildings ☑ 2026-11-09 ☑ 2026-11-09
5 Retail frontage ☑ 2026-11-09 ☐ pending

Verified is what --verify reports: the frame is not blank, is the right size, and has tonal range. Approved is the owner's verdict, recorded here. Each shot also has an expectation in Tools/visual_targets.json describing the content it must show.


1. Spawn view

Spawn view: the whole south block from the north sidewalk

  • File: demo/review-demo-spawn-view.png
  • View: north sidewalk, 14 m back, level horizon
  • Expected content: the whole south block — the neoclassical hero façade between its neighbouring buildings, both sidewalks and the road in the foreground
  • Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09

2. Street level

Street level: the hero colonnade at eye height

  • File: demo/review-demo-street-level.png
  • View: eye height, north side
  • Expected content: the hero colonnade with the adjacent frontage buildings either side, shopfronts at pavement level
  • Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09

3. Crossing

Crossing: the designated mid-block crossing with zebra bars

  • File: demo/review-demo-crossing.png
  • View: from the north sidewalk along the crosswalk
  • Expected content: the designated mid-block crossing (s=130 m, UE X −14956) — zebra bars on the asphalt, south frontage and colonnade behind
  • Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09

4. North buildings

North buildings: TCL Chinese Theatre and Madame Tussaud's from the south

  • File: demo/review-demo-north-buildings.png
  • View: across the Boulevard from the south side
  • Expected content: the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's), full height in frame
  • Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09

5. Retail frontage

Retail frontage: 6800 Lee Drug and 6806–6820 from across the street

  • File: demo/review-demo-retail-frontage.png
  • View: north sidewalk, level horizon, 68° lens
  • Expected content: the retail run beside the hero — 6800 Lee Drug's bronze cornice, mural row and parapet next to 6806–6820's burgundy fascia, pilasters and window storey
  • Verified: ☑ 2026-11-09 · Approved: ☐ pending

Read this one against the reference photograph it was modelled from: Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg (Gb321, CC BY-SA 4.0).

Known gaps in this first pass, recorded rather than hidden:

  • The parapet reads as a blank white band. It is modelled as one 2.18 m wall with four 0.10 m reveal strips, and at review distance the strips disappear into the wash.
  • The mural row and lettering band barely read. They are shallow plates (0.06–0.08 m) on the same plane as the wall; they need either depth or a decal before they read as the photographs' black-framed panels.
  • The corner tower is a plain cylinder with two cap rings — the stepped Deco profile in the photograph is richer than that.
  • The camera crops the east end of Lee Drug at 68° from the north sidewalk.
  • 6822 Budget is untouched and still a bare blockout volume: no photograph of it exists.

The iteration loop (uncommitted)

Tools/visual_loop.py measures each capture against its reference photograph and turns the deltas into modelling actions for the Blender skill packs:

python3 Tools/visual_loop.py --compare --iteration 3   # writes Art/reference/iterations/3/

That directory is gitignored: iterations stay uncommitted until a shot is confirmed, and only confirmed shots are promoted into Screenshots/demo/. The feedback file names the affected skill (blender-modeler, archviz, materials, lookdev, camera-cinematography) so the next modelling pass has a starting point rather than an opinion.

Note the comparison is only meaningful when the shot and the reference frame the same subject — a wide block view measured against a tight façade crop will always report low edge similarity.

Scene conventions

  • Demo map (/Game/Hollywood/DemoMap): fixed daytime — sun pitch −62 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure.
  • Cameras: elevation shots sit at their target height (pitch 0, so verticals stay parallel) and use a 42–68° lens to fill the frame from across the street.
  • Materials: every surface carries a look-developed material from Tools/ue_build_demo_map.py — noise-blended base colour, masonry coursing, and a generated texture set (Tools/generate_facade_textures.py) sampled world-aligned. Explicit roughness and specular per surface type.

Known cosmetic issues

  • Hero façade renders pale: the stone material is a graph and a texture set, not a scanned surface (the 0.1.4 façade pass is in progress).
  • Banners sit on the column line rather than flush to the wall (they hang on the columns in the photographs, so this is acceptable).
  • Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement.
  • The El Capitan Theatre has no marquee or blade sign yet — the feature that makes it read as itself.