Files
gig-line/Screenshots/README.md
T
zwitschi accf3a5306 lighting: fixed daytime rig, real surface materials, dynamic lights
Completes "Fixed daytime lighting and basic ambience" for 0.1.0. All 14
screenshots approved by the owner.

Lighting rig (Tools/ue_build_demo_map.py):
- Sun pitch -50 / yaw 120, intensity 4, warm (255/245/230), atmosphere sun light
- Sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008)
- Unbound post-process volume with fixed exposure (min == max brightness) so a
  shot cannot wash out or crush to black depending on how much sky it frames
- Dynamic-only: r.AllowStaticLighting=False plus MOVABLE lights and mesh
  components, so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer
  fires and nothing needs baking

Bugs found and fixed on the way:
- Blender diffuse colours do not survive the FBX -> Unreal import: every site
  material arrived white and the terrain arrived with WorldGridMaterial, which
  is what actually made the scene look blown out. The demo builder now creates
  and assigns M_Asphalt, M_Concrete, M_Ground and M_RoadPaint.
- Only one of the three crossings reached the game: each zebra band was its own
  object, so Blender renamed the duplicates .001/.002 and exact-name site
  assembly skipped them. All bands are now one Crossing_Markings mesh.
- Demo cameras: street-level sat inside the facade body (rendering its unlit
  back face) and the crossing camera aimed at the s=36.6 crossing instead of
  the designated s=130.1 (UE X -14956).
- The terrain had no material and imported as a bright default grid.
- Cleared a committed Android File Server SecurityToken (plugin disabled and
  shipping-excluded; the value must stay empty).

Docs:
- Screenshots/README.md: one consolidated table for all 14 shots with map,
  camera view and description; all approved.
- MEMORY.md: records the material-import, exposure, light_color struct,
  band-naming, camera-bounds and lighting-build traps.
- TODO.md: lighting item marked done.

Squash of branch gameplay-lighting-0.1.0 (PR #3).
2026-11-07 18:22:19 +01:00

5.7 KiB
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

All ☑ approved 2026-11-07.

# 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 spawn point Spawn view from the north sidewalk: the hero façade across the road under fixed daytime light
12 demo/review-demo-street-level.png street level Demo eye height, north side The façade colonnade and columns, sunlit with cast shadows
13 demo/review-demo-crossing.png crossing Demo along the crosswalk The designated mid-block crossing at s=130 m (UE X -14956): three continental zebra bars on the asphalt, kerbs flushed to ramps
14 demo/review-demo-north-buildings.png north buildings Demo across the Blvd North-side background buildings (TCL, Tussaud's), lit against the sky

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. Surface colours are assigned explicitly in Tools/ue_build_demo_map.py (M_Asphalt, M_Concrete, M_Ground, M_RoadPaint) because Blender's flat diffuse colours do not survive the FBX → Unreal import.
  • Lighting is dynamic-only (r.AllowStaticLighting=False, all lights Movable), so no lighting build is ever required.

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.