Files
gig-line/Game/GigLine/Content/Test/ReviewMap.umap
T
zwitschi 45a206e45f materials: look-developed surface materials for every exported asset
Replaces the flat Constant3Vector fills with a procedural material set built in
ensure_material(): base colour blended between two shades by world-space noise
for large-scale variation, plus explicit roughness and specular so each surface
type reads.

- M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98,
  M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86
- Site meshes take their material by mesh name; the hero facade and the two
  north-side buildings take theirs by actor label, so they are covered even
  though other scripts stage them.
- Materials are deleted and rebuilt on every run, so a look change cannot be
  masked by a stale asset.

Screenshots re-rendered: the facade reads as warm stone with surface variation,
asphalt as dark asphalt with grain, concrete and kerbs lighter, and the north
buildings in stucco instead of flat grey.

Docs: Screenshots/README documents the material set; TODO marks the item done
and leaves the richer texture-based pass to the 0.1.4 facade patch.
2026-11-07 19:53:39 +01:00

28 KiBLFS