Files
gig-line/Screenshots

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

The script rebuilds Game/GigLine/Content/Test/ReviewMap.umap from the current content, runs the game on it, lets AGigLineShotActor walk the fixed camera list, 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 and delete retired ones from this folder.

Scene conventions

  • Floor: 160 m square, 10 cm thick, top face exactly at Z 0. Anything standing on it has bounds starting at Z 0; the character measures Z 0..83 cm.
  • Cubes: Cube_ScaleTest_A floats at Z 2 m, Cube_ScaleTest_B rests on the floor. Both are exactly 1 m, so they double as the scale reference.
  • Lighting: one warm directional key light plus a sky fill. This is the review rig, not the 0.1.0 daytime look.
  • Known limitation: outside the floor there is no geometry, so the horizon is a black band.

Shots

review-00-overview.png — Wide scene overview, approval: ☐ pending

Wide scene overview

Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once.

review-01-character.png — MPFB mannequin, mid shot, approval: ☐ pending

MPFB mannequin, mid shot

The imported MPFB character at eye height from the south. Check the feet meet the plane: the contact shadow joins the soles.

review-02-scale-cubes.png — Scale cubes, approval: ☐ pending

Scale cubes

Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow.

review-03-player-placement.png — Player pawn placement, approval: ☐ pending

Player pawn placement

The pawn the game actually spawns (AGigLineCharacter) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands.

review-04-ground-contact.png — Ground contact detail, approval: ☐ pending

Ground contact detail

Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring.

review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☐ pending

review-04-hero-facade-front

review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☐ pending

review-05-hero-facade-oblique

review-05-shadow-compare.png — Shadow comparison, approval: ☐ pending

Shadow comparison

Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one.

review-06-hero-portals.png — Hero façade, whole elevation, approval: ☐ pending

Hero façade, whole elevation

Straight-on from eye height 25 m out. Six columns, plinth, entablature, parapet; the three portals sit behind the colonnade at this distance.

review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☐ pending

Hero façade, north sidewalk

Closer straight-on view from the road side of the building line.

review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☐ pending

Hero façade, oblique

From the north-west, showing the 12 m body and the column line standing proud of the mass.

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 proportions: six columns at 4.96 m centres across 25.75 m; check the rhythm reads as the photographs do in silhouette.

Known cosmetic issues

  • The floor renders with a faint speckle from the Constant3Vector wiring in Tools/ue_build_review_map.py. Cosmetic only.
  • The hero façade still has flat Blender colours; surfaces are a later materials pass.