The 0.1.2 blockout regeneration ran without --origin, so Blosm centred on the extract instead of fitting the project frame. The frontage shifted ~119 m in X and ~2.4 m in Y and the hero fell outside the 6902/6838 gap - the verified placement was silently undone, while every render still looked like a plausible block. - Blockout regenerated with --origin 34.101545,-118.338718 (affine residual 0.0 cm); frontage and north buildings re-exported and re-imported. - Verified spans restored: 6922 -24276..-17700, 6902 -17749..-14591, hero -14644..-12028 between them, theatre -12082..-8210, TCL -22889..-18442, Tussaud's -27071..-22799. - ue_apply_facade_kit now uses get_actor_bounds() (world space). It had used the static mesh bounding box, which is building-line-local, so every kit piece was placed ~12 km east of its building in empty ground. - ue_import_north_buildings.py was missing 'import sys' (NameError, exit 255, import silently skipped) - the same trap as the hero importer. - Kit re-applied: 625 pieces across eight buildings; packaged QA still PASS (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
Art
Editable sources and original textures. Exported, game-ready output goes to Game/Content/.
Layout (as content arrives)
| Path | Contents |
|---|---|
Art/blender/ |
.blend sources, one file per building or asset family |
Art/textures/ |
Original texture sources before baking or compression |
Art/reference/ |
Reference photography, local only, gitignored — never committed. Fetch with Tools/commons_fetch.py; what it is evidence for goes in Docs/reference-notes-hollywood.md |
Rules
- Every
.blendsaves with a real-world metric scene scale. No exceptions; scale drift is the main source of import defects. - Named export presets only. Record the preset name and its settings next to the asset that used it.
- Textures enter as a documented source (author, licence, source URL) and are listed in ../THIRD_PARTY_NOTICES.md.
- Reference photography is never committed and never shipped. It is evidence, not content. Licensing is not a gate for local private development, but anything that would derive from a reference in a shipped asset needs a licensing decision before release.
.blendfiles are LFS-tracked and lockable; pull before editing.