Owner decision: adopt the two findings from the Mapbox cross-check. - LEVEL_HEIGHT 3.2 -> 3.1 m in block_height_report.py and the Blosm --level-height default; every levels-derived building drops ~0.6 m per 6 levels, matching Mapbox. - HEIGHT_OVERRIDES for the three rear building=yes/apartments structures that Mapbox gives as single storey (3.0 m) where our 2-level fallback rendered 6.4 m blocks. - classify_height() takes an optional way_id so overrides apply; the Mapbox cross-check passes it and now reports 66 match / 6 non-building / 0 disagree. - Geometry follows: blockout regenerated at 3.1 (frontage object names preserved, 6/6 exported), frontage re-imported, DemoMap rebuilt, packaged -qaselftest PASS (walk, reset, pause, transect 0 holes, wall probe 0/35). - Docs: Art/blender/README scale table + a note that Blosm adds ~1.9 m roof mass above levels x levelHeight; TODO item closed; MEMORY records the gotcha that blockout regeneration must re-verify the element.* frontage mapping.
Screenshots — visual review
Rendered in-game captures of the current project content, generated by Tools/render_screenshots.sh. The PNGs are committed alongside this README so a reviewer sees exactly what the build rendered.
How to regenerate
Tools/render_screenshots.sh
Rebuilds Game/GigLine/Content/Test/ReviewMap.umap from current content, runs the game on it (and on the DemoMap for the walkable views), walks the fixed camera list via AGigLineShotActor, captures each shot, copies the PNGs here and exits — about a minute. The camera list lives in Tools/ue_build_review_map.py; add new shots there, remove retired ones here.
Naming: shots use their stable camera name (no index prefix), so adding or reordering cameras never renumbers files or orphans the old ones. Click an image for the full-size PNG.
Shot list
All shots ☑ approved 2026-11-07, including the block frontage pass that added the neighbouring buildings and corrected the hero and north-building placement.
2026-11-08 — regenerated set (v0.1.1 geometry). Re-rendered again after the 0.1.1 street change (sidewalk upstand tapered to the building edge, crossing ramps graded to ≤8 %). Re-rendered via Tools/render_screenshots.sh after the placement release check. The demo-north-buildings camera was re-pointed (it previously sat 9.5 km west and framed 85 % sky); that shot now shows both north buildings, and all maps carry the re-staged shot cameras. Approved 2026-11-08 (owner review of the regenerated set).
Scene conventions
- Review map (
/Game/Test/ReviewMap): 160 m floor, top face at Z 0; the character measures Z 0..83 cm. One warm key light plus sky fill. - Cubes:
Cube_ScaleTest_Arests on the floor,Cube_ScaleTest_Bfloats at Z 2 m; both are exactly 1 m — the scale reference. - Demo map (
/Game/Hollywood/DemoMap): fixed daytime — sun at pitch −50 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure. - Materials: every exported surface carries a look-developed material built in
Tools/ue_build_demo_map.py(ensure_material) because Blender's flat diffuse colours do not survive the FBX → Unreal import. Each has an explicit roughness and a subtle world-space noise blend between two shades:M_Asphalt(0.92),M_Concrete(0.88),M_KerbConcrete(0.85),M_Ground(0.98),M_RoadPaint(0.62),M_FacadeStone(0.72) andM_Stucco(0.86) for the north-side buildings. - Lighting is dynamic-only (
r.AllowStaticLighting=False, all lights Movable), so no lighting build is ever required.
What to look for
- Ground contact: feet meet the plane with no gap and no shadow seam.
- Scale: everything checks against the 1 m cubes.
- Façade rhythm: six columns at 4.96 m across 25.75 m should read as the photographs in silhouette.
Known cosmetic issues
- Floor speckle from the
Constant3Vectorwiring inTools/ue_build_review_map.py. - Hero façade renders pale — Blender flat colours with no normal/roughness, so it reads as untextured stone (the
0.1.4façade patch, not a lighting bug). - Banners and window panels float detached from the colonnade wall (next modelling pass).
- Between kerb and building line, the walkable surface is the terrain mesh, not a modelled pavement.













