site-2026-11-06.blend gathers terrain, street and blockout into categorised collections: 281 objects, ~58k triangles. A downward raycast on a 1 m grid along both sidewalks and the designated crossing finds no holes, so nothing drops the player on either side. Two steps are flagged: 15.8 cm at the sidewalk's outer terrain seam and 10-13 cm ramps at the crossing flush transitions, steeper than a real 8% ramp. Sampling is projected through PROJ: placing points with the OSM spherical approximation put them metres off the UTM meshes and reported 91 phantom holes.
Art
Editable sources and original textures. Exported, game-ready output goes to Game/Content/.
Layout (as content arrives)
| Path | Contents |
|---|---|
Art/blender/ |
.blend sources, one file per building or asset family |
Art/textures/ |
Original texture sources before baking or compression |
Art/reference/ |
Reference photography, local only, gitignored — never committed. Fetch with Tools/commons_fetch.py; what it is evidence for goes in Docs/reference-notes-hollywood.md |
Rules
- Every
.blendsaves with a real-world metric scene scale. No exceptions; scale drift is the main source of import defects. - Named export presets only. Record the preset name and its settings next to the asset that used it.
- Textures enter as a documented source (author, licence, source URL) and are listed in ../THIRD_PARTY_NOTICES.md.
- Reference photography is never committed and never shipped. It is evidence, not content. Licensing is not a gate for local private development, but anything that would derive from a reference in a shipped asset needs a licensing decision before release.
.blendfiles are LFS-tracked and lockable; pull before editing.