Files
gig-line/Tools
zwitschi bc2e421d33 gameplay: designated street crossing — zebra markings, corridor cut, up-facing street
- street_mesh.py: continental zebra markings (0.5 m bars, 0.5 m gaps, 3 m
  band) at all three signalised crossings, triangles not quads (FBX SDK
  refuses to triangulate the crown-twisted quads), stripes +6 cm above the
  DEM so they stay above the road surface; winding flipped so every street
  surface faces up (road/sidewalks/markings were 100% down-facing and
  invisible in engine once the terrain stopped covering them).
- terrain_from_dem.py: cut a 10.7 m corridor around the Hollywood Blvd
  centreline so road, kerbs and sidewalks are not buried under the terrain;
  sidewalks themselves cover the transition band, walk-check stays at 0 holes.
- Blender builders save with a writability guard + fatal failure: *.blend
  is LFS-lockable and checks out read-only; a failed save previously left
  downstream steps building from stale files.
- ue_import_site.py: Crossing_Markings imports with no collision (paint on
  the road); ue_build_demo_map.py stages it and chmods the lockable .umap
  before saving (save_map silently returned False on read-only maps).
- ue_build_review_map.py: demo-crossing camera moved to the real crossing
  (s=130.1 m -> UE -24291,-1340) and fixed the ensure_writable path (was
  missing the .umap suffix, so the chmod never fired).
2026-11-07 15:46:45 +01:00
..

Tools

Repeatable helpers that drive Blender, Unreal, and the reference/asset sources. Nothing here is hand-run twice: every step that produced committed content has a script.

Geographic tools live in Geo/tools/ and the Blender-side builders live next to their output in Art/blender/*/; this folder holds everything that talks to Unreal, the network, or the repository.

Conventions

  • One script, one job. Every input is an argument; no interactive prompts.
  • Absolute paths where a tool crosses into a sandbox (Blender Flatpak, the Unreal commandlet). Those processes do not share the repo's working directory.
  • Unreal commandlets swallow print(), so each writes a result file under /tmp/gigline/. Read the file; do not trust the exit code alone.
  • No credentials, no writes outside the project by default.

Repository and assets

Tool Purpose
check-lfs.sh Fails if the lfs filter is missing or an LFS-tracked file was committed as a plain blob
sibling_asset_audit.py Reads the sibling project's prop library from GLB headers into Art/props/reuse-manifest.json; copies nothing
scale_test_export.py / ue_scale_test_import.py The 1 m = 100 uu scale test; the named presets ue_metric_v1 live in these two files

Reference gathering

Tool Purpose
commons_fetch.py Wikimedia Commons: search, exact File: titles, or a whole category; writes a provenance sidecar.json
page_image_fetch.py Resolves a web page's og:image and downloads it (Flickr, Commons file pages, photo blogs)
addon_compat_probe.py Verifies MPFB/Blosm can load and generate headless on the pinned Blender

Blender content

Tool Purpose
hero_facade_build.py Parametric hero façade; emits a JSON report naming the evidence behind every part
mpfb_character_export.py MPFB human, standard rig, baked skin, FBX export

Unreal import and level building

Tool Purpose
ue_import_site.py Imports the six site FBXs into /Game/Hollywood/Site, setting collision complexity per mesh
ue_hero_facade_import.py Imports the façade and places it on the measured building line
ue_build_demo_map.py Builds /Game/Hollywood/DemoMap: lighting, façade, site meshes, player start
ue_build_review_map.py Rebuilds Test/ReviewMap, stages the shot camera list, and stages the demo-map views
ue_create_input_assets.py Creates /Game/Input actions and the mapping context headlessly
ue_character_import.py Skeletal import plus the material/texture chain Interchange skips

Visual review

Tool Purpose
render_screenshots.py / render_screenshots.sh Rebuilds the review map, runs the game, captures the shot list into Screenshots/