- Converted 13 individual .adoc section files to .md via asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside the .adoc sources in Docs/Architecture/ - Rebuilt architecture.md from the individual section .md files - Ran prettier --write on all .md in the repo (23 files changed): normalised table column alignment, trailing whitespace, line breaks - Added .agents/ to .prettierignore (vendored third-party content) - All .md now passes prettier --check
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Blender sources
Editable .blend files. Everything here is regenerable or hand-editable, and every generated file records the exact command that produced it.
Modelling skills
Optional local Blender skill packs are agent instructions, not add-ons; nothing in the pipeline depends on them. They are not distributed with the repository.
Blockout
blockout/blockout-2026-11-06.blend — OSM blockout for the demo bounds, imported with Blosm from the committed extract. 276 objects, 87 meshes, in collections split by feature (…_buildings, …_roads_secondary, …_paths_footway, …_roads_primary, …).
Rerun command
The Flatpak Blender cannot be launched with flatpak run from an agent shell, so the binary inside the app tree is called directly with the Flatpak user scripts path. This is exact, not approximate:
B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files
C="$HOME/.var/app/org.blender.Blender/config/blender/5.2"
LD_LIBRARY_PATH="$B/blender/lib" \
XDG_CONFIG_HOME="$HOME/.var/app/org.blender.Blender/config" \
BLENDER_USER_SCRIPTS="$C/scripts" \
"$B/blender/blender" -b --factory-startup \
--python Tools/blosm_blockout.py -- \
--osm Geo/raw/osm-api-map-2026-11-06.osm \
--bounds 34.1006,-118.3422,34.1020,-118.3370 \
--assets-dir /run/media/system/DATA/Downloads/blosm-assets/assets \
--out Art/blender/blockout/blockout-2026-11-06.blend
Run time is about 36 s for this extent. Two headless-only workarounds are baked into the script and must stay there:
- Blosm refuses to import until an asset directory is set; the paid asset pack path is passed explicitly and is not committed.
- In background mode the GUI never fills Blosm's default level table, and the add-on then takes a code path with a broken relative import. The script seeds one entry.
Frame correction
Blosm projects with a sphere of radius 6 378 137 m about the origin, not an ellipsoid. Against EPSG:26911 that is conformal but about 0.4 % oversized and rotated by the meridian convergence, which put the theatre ~2 m off. Tools/blosm_blockout.py --origin therefore fits a six-parameter affine from Blosm's frame into UTM on five spread control points and applies it to the imported roots. Fit residual: 0.0 cm. After it, the blockout and the terrain share one metric frame.
Two traps, both already handled in the script: transform only root objects (children inherit, and doing both applies the transform twice — that looked like a 2 m placement error), and fit an affine, not a similarity (a similarity leaves ~30 cm).
Terrain
terrain/terrain-2026-11-06.blend — regular grid from the committed 3DEP DEM, built by Tools/terrain_from_dem.py.
B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files
LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup --python Tools/terrain_from_dem.py -- --dem Geo/raw/dem-3dep-1m-26911-2026-11-06.tif --osm Geo/raw/osm-api-map-2026-11-06.osm --out Art/blender/terrain/terrain-2026-11-06.blend
- 191 × 106 grid at 2 m over X −330…+50, Y −100…+110: 20 246 vertices, 13 640 faces.
- Z is NAVD88 minus 115.911 m, the DEM value at the origin, so the origin ground is Z 0.
- Building footprints from the OSM extract are cut out (6 310 cells), so rooftops never become terrain. 72 footprints masked.
- Z range −2.80…+8.19 m. The high values are the ground rising north of the boulevard, not rooftops: the maximum sits at the northern edge, Y +110.
Spot checks against the measured cross-sections:
| Point | Terrain Z |
|---|---|
| Origin, Hollywood × Highland | 0.00 |
| Orange Drive end of the block | +3.39 |
| North sidewalk mid-block | +1.43 |
| South gutter, mid-block | +0.93 |
| Road centre, mid-block | +1.38 |
That reproduces both the 3.4 m eastward fall and the ~2 % crown, so the DEM, the cross-sections, and this mesh agree.
Street corridor
street/street-2026-11-06.blend — road, kerbs, and both sidewalks, built by Tools/street_mesh.py from the DEM and the centreline.
B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files
LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup \
--python Tools/street_mesh.py -- \
--osm Geo/raw/osm-api-map-2026-11-06.osm \
--dem Geo/raw/dem-3dep-1m-26911-2026-11-06.tif \
--out Art/blender/street/street-2026-11-06.blend
Road_Hollywood: 8 120 verts, 7 812 faces, carriageway −10.5…+10.5 m, DEM elevations plus a 2 cm lift so it does not z-fight the terrain.Sidewalk_South4.0 m wide,Sidewalk_North5.3 m wide, both raised by the kerb height.Kerb_South,Kerb_North: vertical faces, mostly 0.13 m — the 0.15 m assumption minus nothing on the road side — and flushed to 0 within ±2.5 m of each signalised crossing with a 1.5 m blend. Measured from the built mesh: 256 steps at 0.13 m, 15 flush, a few in transition.
Crown check on the built mesh at mid-block: gutter −10.5 m → +0.99, −5 m → +1.38, centre → +1.52, +5 m → +1.58, +10.5 m → +1.52. The crown sits just north of the centreline, as the cross-sections said.
Assumptions, recorded rather than hidden: kerb upstand 0.15 m (DEM cannot resolve it), sidewalk widths from the setback arithmetic, and crossing ramps modelled as kerb flushes rather than graded ramps. Crossing markings, kerb radii at the junctions, driveway aprons, drainage inlets, and pavement joints are not modelled.
Site assembly
site/site-2026-11-06.blend — the three sources in one file, with a walkability pre-check.
B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files
LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup \
--python Tools/site_assembly.py -- --out Art/blender/site/site-2026-11-06.blend
Objects are appended from the source files, not regenerated, and grouped into Site_Terrain, Site_Street, Site_Blockout so collision authoring can address them by category. Totals: 281 objects, ~58 k triangles (street 26 784, terrain ~26 k, blockout 4 680).
Walkability pre-check
A downward raycast on a 1 m grid along both sidewalks and the designated crossing, ignoring blockout meshes so marquees and canopies overhead do not count as ground:
| Route | Samples | Holes | Z range | Worst step |
|---|---|---|---|---|
| South sidewalk | 279 | 0 | −0.45 … +3.13 | 20.5 cm |
| North sidewalk | 279 | 0 | +0.07 … +3.83 | 15.1 cm |
| Crossing at 130 m | 26 | 0 | +1.16 … +1.80 | 8.6 cm |
No holes anywhere, so nothing drops the player on either side. The two flagged steps:
- 15.8 cm at s≈207, where a sample crosses from
Terrain_DEMontoSidewalk_South— that is the sidewalk's outer edge, the 0.15 m kerb height minus the terrain. Mostly hidden by buildings, but it is a real edge and it will be visible anywhere a building is missing. - 10–13 cm steps at s≈33, 39 and 126, inside the sidewalk mesh: the kerb-flush transition at the crossings. That is a ~10 % ramp over 1.5 m, steeper than a real crossing ramp (8 % max). Worth grading properly when the crossings are detailed.
This is a pre-check, not the 0.1.0 release check: the release check is traversal in the engine.
Collision is not authored yet
The site is geometry only. On Unreal import the proposal is complex-as-simple collision for terrain and street (they are the walkable surfaces and must not be approximated into ramps over kerbs), and simple convex hulls per building. That decision belongs to the engine step, not to this file.
Scale check (blockout, 2026-11-06)
Blender works in metres, and the imported meshes match the OSM geometry, so the blockout is 1:1 before any Unreal export:
| Building | Blender dimensions | OSM way outline | Height source |
|---|---|---|---|
| El Capitan Entertainment Centre | 25.72 × 54.47 × 14.50 m | 25.75 × 54.88 m | height tag 14.5 |
| El Capitan Theatre | 38.66 × 54.46 × 20.96 m | 38.59 × 54.87 m | building:levels=6 × 3.2 m, plus roof |
| Madame Tussaud's | 42.48 × 56.77 × 15.90 m | 42.0 m frontage | height tag 15.9 |
| TCL Chinese Theatre | 43.78 × 75.90 × 18.10 m | 44.0 m frontage | height tag 18.1 |
Widths agree to a few centimetres; depths differ by up to 0.4 m because Blosm assembles multipolygon relations, not the raw way I measured. Placement after the frame correction agrees with the UTM control points to 0.1–0.5 m per building — the residual is relation assembly and Blosm's edge straightening, not projection.
Buildings without a height tag get levels × 3.2 m, which is a placeholder, not evidence. Every such height is a modelling decision to be replaced from the reference photography.
Relation completeness
The extract is complete for the block but not for every relation inside its bbox: Blosm's optional member fetch pulled six ways from Overpass, all belonging to one 213 × 152 m multipart complex about 100 m north of the boulevard — outside the 0.1.0 bounds and out of scope. That fetch is therefore off by default (--load-missing enables it), so the committed blockout is reproducible offline from the committed extract alone. If background massing later needs that complex, refetch a wider extract rather than reintroducing a network dependency.
What this blockout is not
- Not cleaned, not subdivided into façade modules, not UV-mapped, not detailed.
- Materials are placeholders from Blosm's simple mode. Realistic mode needs the paid material pack and was not run.
- Terrain, kerbs, and crossing ramps are not in it: those come from the DEM cross-sections in
Geo/verification/2026-11-06-cross-sections.md.
Scale test and the Unreal frame (2026-11-07)
Art/blender/scaletest/scale-test-2026-11-07.blend — three 1 m cubes at origin, +10 m east, +10 m north, plus one red test material. Regenerate with Tools/scale_test_export.py; import with Tools/ue_scale_test_import.py. Both are the named-preset templates for production assets.
Export preset ue_metric_v1 (Blender FBX): apply_unit_scale, apply_scale_options='FBX_SCALE_NONE', axis_forward='-Y', axis_up='Z', use_space_transform, no bake-space-transform. Import preset ue_metric_v1 (UE FbxImportUI): static mesh, import materials, uniform scale 1.0, no unit conversion, no force-front-X.
Measured result in Unreal centimetres: 1 m cube → exactly 100.00 cm; origin preserved. Axis mapping east → +X, north → −Y, up → +Z. The north mirror is inherent to the right-handed Blender → left-handed UE conversion; the FBX importer fixes triangle winding, so geometry is not visually mirrored. Compass conversions in game code must use north = −Y.
Add-on compatibility (re-checked 2026-11-07)
Tools/addon_compat_probe.py loads both pinned add-ons headless and runs an MPFB smoke test. Result on Blender 5.2.0 LTS: Blosm 2.7.28 imports; MPFB 2.0.18 enables and mpfb.create_human generates a default human (19 158 verts, UVs, no materials, no armature — skeleton and baked materials are separate steps).
Required invocation change: every direct-binary headless run must now set XDG_CONFIG_HOME="$HOME/.var/app/org.blender.Blender/config". Without it Blender resolves the extensions dir to ~/.config/blender/5.2/extensions, where nothing is installed, and bl_ext.blender_org.mpfb is not discovered. Blosm is unaffected (it lives in scripts/addons, found via BLENDER_USER_SCRIPTS), but set the variable in all runs for consistency.