zwitschi 7c57bf318b fix(hair): dark constant colour, strand sheet used only as an opacity mask
The hair read blond and thin because the strand sheet's RGB was driving base colour; the
sheet is a pale highlight map. Colour is now a dark constant (0.030/0.020/0.014) and the
texture supplies only alpha. Sampled in the render: hair (31, 26, 21).

Skin: the assignment is not the problem and the red test proved it - a runtime log shows
the slot holding M_Character_Skin, a deliberate red constant reached the render, yet the
intended warm tone samples as bluish grey (arms 67,74,81 / face 98,97,100) while the tee
and jeans show their colours correctly. Recorded in TODO.md with the next suspects rather
than guessed at.

The temporary material log is removed again.
2026-11-09 13:55:19 +01:00

Gig Line

A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.

Status

0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.

Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.

Layout

Path Contents
Game/ Unreal project, configuration, source, game-ready content
Art/ Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library
Geo/ Source manifests, permitted geographic data, and every geographic tool
Tools/ Unreal-side importers, level builders, and reference gathering
Docs/ Setup, toolchain pins, build and content pipeline, licensing, release checks
Screenshots/ Rendered review captures and their approval state

Getting started

git lfs install    # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers

The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.

Documents

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.

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