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.
Tools
Repeatable import/export and processing helpers. Anything that was done twice by hand belongs here.
Conventions
- One script, one job. No interactive prompts; every input is an argument.
- Each script documents its input format, output format, and the exact tool version it was tested with.
- Blender scripts run headless (
blender --background --python), so they can be re-run for a regression check. - No credentials, no absolute machine paths, no writes outside the project by default.
- A script that produces game content logs what it produced, so
Game/Contentcan be audited against it.
Helpers
check-lfs.sh— repository guard: fails ifgit-lfsor thelfsfilter is missing, or if an LFS-tracked file was committed as a plain blob.site_assembly.py— assembles terrain + street + blockout into one file and raycasts the walking routes for holes and steps.street_mesh.py— road, kerbs, and sidewalks on the DEM, in the project frame; kerbs flush at the three crossings.terrain_from_dem.py— terrain grid from the committed DEM, with building footprints cut out.blosm_blockout.py— headless Blosm import of the committed.osmextract into a.blend, with a per-building scale report. Exact invocation inArt/blender/README.md.commons_fetch.py— Wikimedia Commons reference fetcher. Search or exactFile:titles, 1600 px thumbnails, provenancesidecar.jsonper folder. Writes only into the gitignoredArt/reference/; reference images are never committed.
Planned helpers
- Blender export preset runner (named presets, metric scale assertion)
- Blender→Unreal scale test (export a known-size cube, verify 100× conversion)
- OSM extract fetch and manifest writer (records date, bounds, checksum)
- QGIS processing steps as batch scripts, so the geo cleanup is reproducible rather than GUI-only