Files
gig-line/Screenshots/README.md
T
zwitschi 8ca403fd08 frontage: south block frontage, plus the placement bug it exposed
Adds the five remaining verified south-side buildings to the demo block
(6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug)
exported in place from the OSM blockout and staged by the demo builder.

Adding neighbours exposed a pre-existing placement bug that could not be seen
while the hero stood alone:

- UE south is +Y (south sidewalk Y +718..+1447), but the hero facade sat at
  Y -1450 on the NORTH side and at X -12024..-9420, which is 26 m east of the
  6840 footprint (the frontage gap is X -14591..-12082).
- The two north-side buildings were on the SOUTH side, because their exporter
  mirrored Y.

Fixes: hero moved to X -13336 / Y +1307, inside its frontage gap; frontage and
north buildings export without a Y mirror (the FBX preset already lands
Blender -Y south on UE +Y south); player start and demo cameras moved to the
north sidewalk looking south; sun raised to pitch -62 so both frontages read
instead of the north side going to silhouette.

Screenshots re-rendered; the four demo views are marked needs-review because
the whole block changed.
2026-11-08 09:13:57 +01:00

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Raw Blame History

Screenshots — visual review

Rendered in-game captures of the current project content, generated by Tools/render_screenshots.sh. The PNGs are committed alongside this README so a reviewer sees exactly what the build rendered.

How to regenerate

Tools/render_screenshots.sh

Rebuilds Game/GigLine/Content/Test/ReviewMap.umap from current content, runs the game on it (and on the DemoMap for the walkable views), walks the fixed camera list via AGigLineShotActor, captures each shot, copies the PNGs here and exits — about a minute. The camera list lives in Tools/ue_build_review_map.py; add new shots there, remove retired ones here.

Naming: shots use their stable camera name (no index prefix), so adding or reordering cameras never renumbers files or orphans the old ones. Click an image for the full-size PNG.

Shot list

Review-map shots ☑ approved. Demo-map shots: needs review — the block frontage pass (2026-11-07) added the neighbouring buildings and corrected the hero and north-building placement, so all four demo views changed.

# File Preview Map View What it shows
1 review-overview.png overview Review 7 m up, NE Whole review layout: character + both cubes on the floor
2 review-character.png character Review eye height, south MPFB mannequin, idle pose + warm skin; feet meet the plane
3 review-scale-cubes.png scale cubes Review south Floating vs grounded cube: cast vs contact shadow
4 review-player-placement.png player placement Review spawn The AGigLineCharacter pawn, capsule height and landing
5 review-npc-prefab.png npc prefab Review mid, west The AGigLineNPCPerson prefab: collision capsule + visible MPFB body, feet on Z 0
6 review-ground-contact.png ground contact Review knee height, feet Floating/sinking character is obvious here
7 review-shadow-compare.png shadow compare Review low angle Detached (floating) vs touching (grounded) shadows
8 review-hero-portals.png hero portals Review 8 m, eye height Three genuine 1.2 m portal recesses with flights and plinth
9 review-hero-facade-front.png hero facade front Review road side, straight-on Hero façade elevation and column rhythm
10 review-hero-facade-oblique.png hero facade oblique Review north-west Body depth and column line standing proud of the mass
11 demo/review-demo-spawn-view.png spawn view Demo north sidewalk The whole block: hero façade between its neighbours, both sidewalks and the road
12 demo/review-demo-street-level.png street level Demo eye height, north side The hero colonnade with the adjacent frontage buildings either side
13 demo/review-demo-crossing.png crossing Demo along the crosswalk The designated mid-block crossing at s=130 m (UE X -14956): three zebra bars on the asphalt, with the south frontage and the hero colonnade behind
14 demo/review-demo-north-buildings.png north buildings Demo across the Blvd North-side buildings (TCL, Tussaud's) seen from the south side across the road

Scene conventions

  • Review map (/Game/Test/ReviewMap): 160 m floor, top face at Z 0; the character measures Z 0..83 cm. One warm key light plus sky fill.
  • Cubes: Cube_ScaleTest_A rests on the floor, Cube_ScaleTest_B floats at Z 2 m; both are exactly 1 m — the scale reference.
  • Demo map (/Game/Hollywood/DemoMap): fixed daytime — sun at pitch −50 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure.
  • Materials: every exported surface carries a look-developed material built in Tools/ue_build_demo_map.py (ensure_material) because Blender's flat diffuse colours do not survive the FBX → Unreal import. Each has an explicit roughness and a subtle world-space noise blend between two shades: M_Asphalt (0.92), M_Concrete (0.88), M_KerbConcrete (0.85), M_Ground (0.98), M_RoadPaint (0.62), M_FacadeStone (0.72) and M_Stucco (0.86) for the north-side buildings.
  • Lighting is dynamic-only (r.AllowStaticLighting=False, all lights Movable), so no lighting build is ever required.
  • Attribution overlay: every shot carries the required ODbL credit in the bottom-left (© OpenStreetMap contributors / Data © OpenStreetMap contributors, ODbL 1.0 — openstreetmap.org/copyright), drawn by AGigLineHUD. Screenshots are requested with the UI shown so the obligation is visible in review.

What to look for

  • Ground contact: feet meet the plane with no gap and no shadow seam.
  • Scale: everything checks against the 1 m cubes.
  • Façade rhythm: six columns at 4.96 m across 25.75 m should read as the photographs in silhouette.

Known cosmetic issues

  • Floor speckle from the Constant3Vector wiring in Tools/ue_build_review_map.py.
  • Hero façade renders pale — Blender flat colours with no normal/roughness, so it reads as untextured stone (the 0.1.4 façade patch, not a lighting bug).
  • Banners and window panels float detached from the colonnade wall (next modelling pass).
  • Between kerb and building line, the walkable surface is the terrain mesh, not a modelled pavement.