- Screenshots/README.md: collapsed per-shot blurbs into one approved review-map table + one demo-map table; removed the duplicate hero-facade-front/oblique entries (leftovers from an old camera list that duplicated review-07/08) and the trailing duplicate 'known issues' block. - Removed the three orphan PNGs (review-03-first-person, review-04/05 hero-facade) that no longer match the camera list. - ROADMAP.md: fix stale 'review pending' on character and hero-facade items (now approved), and point facade review refs at review-06/07/08.
70 lines
3.4 KiB
Markdown
70 lines
3.4 KiB
Markdown
# Screenshots — visual review
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Rendered in-game captures of the current project content, generated by
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[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are
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committed alongside this README so a reviewer sees exactly what the build
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rendered.
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## How to regenerate
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```bash
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Tools/render_screenshots.sh
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```
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Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs
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the game on it (and on the DemoMap for the walkable views), walks the fixed
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camera list via `AGigLineShotActor`, captures each shot, copies the PNGs here
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and exits — about a minute. The camera list lives in
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`Tools/ue_build_review_map.py`; add new shots there, remove retired ones here.
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## Scene conventions
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- **Floor**: 160 m square, top face at Z 0. The character measures Z 0..83 cm.
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- **Cubes**: `Cube_ScaleTest_A` floats at Z 2 m, `Cube_ScaleTest_B` rests on the
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floor; both are exactly 1 m — the scale reference.
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- **Lighting**: one warm key light plus sky fill (review rig, not the `0.1.0`
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daytime look). Beyond the floor is open: the horizon is a black band.
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## Review-map shots
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All ☑ approved 2026-11-07 unless noted.
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| File | View | What it shows |
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| --- | --- | --- |
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| `review-00-overview.png` | 7 m up, NE | Whole review layout: character + both cubes on the floor |
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| `review-01-character.png` | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane |
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| `review-02-scale-cubes.png` | south | Floating vs grounded cube: cast vs contact shadow |
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| `review-03-player-placement.png` | spawn | The `AGigLineCharacter` pawn, capsule height and landing |
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| `review-04-ground-contact.png` | knee height, feet | Floating/sinking character is obvious here |
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| `review-05-shadow-compare.png` | low angle | Detached (floating) vs touching (grounded) shadows |
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| `review-06-hero-portals.png` | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth |
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| `review-07-hero-facade-front.png` | road side, straight-on | Hero façade elevation and column rhythm |
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| `review-08-hero-facade-oblique.png` | north-west | Body depth and column line standing proud of the mass |
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## Demo-map views
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Rendered from `/Game/Hollywood/DemoMap`, the walkable level.
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| File | Approval | What it shows |
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| --- | --- | --- |
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| `demo/review-00-demo-spawn-view.png` | ☑ | Spawn view: north sidewalk, the hero façade across the road |
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| `demo/review-01-demo-street-level.png` | ☑ | Street level: portals, flights, banners, colonnade |
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| `demo/review-02-demo-crossing.png` | needs review | From the west, looking along the block (foreground blocking) |
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| `demo/review-03-demo-north-buildings.png` | ☑ | North-side background buildings (TCL, Tussaud's) across the Blvd |
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## What to look for
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- **Ground contact**: feet meet the plane with no gap and no shadow seam.
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- **Scale**: everything checks against the 1 m cubes.
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- **Façade rhythm**: six columns at 4.96 m across 25.75 m should read as the
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photographs in silhouette.
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## Known cosmetic issues
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- Floor speckle from the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
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- Hero façade renders pale — Blender flat colours with no normal/roughness, so
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it reads as untextured stone (the `0.1.4` façade patch, not a lighting bug).
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- Banners and window panels float detached from the colonnade wall (next
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modelling pass).
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- Between kerb and building line, the walkable surface is the terrain mesh, not
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a modelled pavement. |