Completes "Fixed daytime lighting and basic ambience" for 0.1.0. All 14 screenshots approved by the owner. Lighting rig (Tools/ue_build_demo_map.py): - Sun pitch -50 / yaw 120, intensity 4, warm (255/245/230), atmosphere sun light - Sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008) - Unbound post-process volume with fixed exposure (min == max brightness) so a shot cannot wash out or crush to black depending on how much sky it frames - Dynamic-only: r.AllowStaticLighting=False plus MOVABLE lights and mesh components, so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer fires and nothing needs baking Bugs found and fixed on the way: - Blender diffuse colours do not survive the FBX -> Unreal import: every site material arrived white and the terrain arrived with WorldGridMaterial, which is what actually made the scene look blown out. The demo builder now creates and assigns M_Asphalt, M_Concrete, M_Ground and M_RoadPaint. - Only one of the three crossings reached the game: each zebra band was its own object, so Blender renamed the duplicates .001/.002 and exact-name site assembly skipped them. All bands are now one Crossing_Markings mesh. - Demo cameras: street-level sat inside the facade body (rendering its unlit back face) and the crossing camera aimed at the s=36.6 crossing instead of the designated s=130.1 (UE X -14956). - The terrain had no material and imported as a bright default grid. - Cleared a committed Android File Server SecurityToken (plugin disabled and shipping-excluded; the value must stay empty). Docs: - Screenshots/README.md: one consolidated table for all 14 shots with map, camera view and description; all approved. - MEMORY.md: records the material-import, exposure, light_color struct, band-naming, camera-bounds and lighting-build traps. - TODO.md: lighting item marked done. Squash of branch gameplay-lighting-0.1.0 (PR #3).
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.