Files
gig-line/Art/blender
zwitschi bc9fed8e11 fix(hero): seat the motto band and surround on the parapet face
The motto band and moulded surround had the same burial as the medallions: offset
0.06 left their front face at Y -0.44, inside the 1.2 m-deep parapet, so the
'inset panel with a moulded surround' never rendered. Only the inscription (moved
to 0.40 in the previous commit) read.

- Band recessed at offset 0.34 (Y -0.16), surround proud at 0.43 (Y -0.07),
  inscription stays 0.40 (Y -0.10).
- Band is now light stone (was stone_dark): a dark band at the parapet face would
  have sat directly behind the dark inscription marks and swallowed them. The
  reference is dark incised lettering on a pale band.
- Removed the dead duplicate 'Hero_MottoBand 0.40' entry - the earlier 0.06 match
  won, so the 0.40 was silently ignored.

Rendered and judged; the advisory judge no longer flags the band.
2026-11-10 15:11:52 +01:00
..

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:

  1. Blosm refuses to import until an asset directory is set; the paid asset pack path is passed explicitly and is not committed.
  2. 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_South 4.0 m wide, Sidewalk_North 5.3 m wide. The kerb upstand is full at the road-side edge and tapers to zero at the building-side edge, so the walk surface meets the terrain flush (before 0.1.1 the outer lip stood the full kerb height above the DEM — a 15.8 cm ledge).
  • 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 −0.48 … +3.06 13.4 cm (s=198)
North sidewalk 279 0 +0.06 … +3.76 6.9 cm (s=33)
Crossing at 130 m 26 0 +1.14 … +1.80 9.0 cm (off −8.5)

At --sample 0.25 the same routes measure 11.6 cm / 8.0 cm / 3.4 cm. The pre-check now prints the grade and the location of the worst step, and its coverage no longer shrinks with --sample.

No holes anywhere, so nothing drops the player on either side. The two flagged steps:

  • 15.8 cm at s≈207, the sidewalk's outer edge — fixed in 0.1.1: the sidewalk upstand now tapers to zero at the building side, so the outer edge is flush with the terrain (north route 15.1 → 6.9 cm).
  • ~10–13 cm steps at the crossings, 10 % ramp over 1.5 m — fixed in 0.1.1: the ramp run is now derived from a target grade (--max-ramp-grade, default 8 %), giving 1.63 m instead of the fixed 1.5 m (8.7 %). Measured at 0.25 m sampling the crossing now steps 3.4 cm (~1.4 % of the route) at the kerb line.

Remaining finding (not a crossing, not the outer edge): the south route still measures a 13.4 cm step at s≈198 m (11.6 cm at 0.25 m sampling) and the north route 8.0 cm at s≈251 m. Neither is at a crossing and neither is the outer lip, so this is a local discontinuity in the sidewalk strip — most likely the DEM sampling or a centreline vertex near the block ends. Tracked under the 0.1.1 "audit any collision gaps" item rather than left undocumented.

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 × 20.55 m 38.59 × 54.87 m building:levels=6 × 3.1 m, plus ~1.9 m 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 × 3.1 m. The storey height was 3.2 m until 2026-11-09, when a cross-check of every block building against Mapbox's building data (Geo/tools/mapbox_buildings.py) showed our figure running 0.6 m high per six levels — i.e. 3.1 m per level — and that calibration was adopted. The few buildings where Mapbox disagreed with a pure levels × 3.1 m fallback carry an explicit override in Geo/tools/block_height_report.py::HEIGHT_OVERRIDES.

Blosm adds roof mass on top of levels × levelHeight: the two levels-derived frontage buildings both land ~1.9 m above their table height (6922 39.1 m against 37.2 m, El Capitan Theatre 20.5 m against 18.6 m). That offset is the roof, not a height error — the table records the tagged height, the mesh records the storey plus its roof.

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/blender/scale_test_export.py; import with Tools/unreal/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.