Adds the five remaining verified south-side buildings to the demo block (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug), exported in place from the OSM blockout by Tools/export_block_frontage.py, imported to /Game/Hollywood/Frontage/ and staged by the demo builder with the look material set (stone for the theatres, stucco for the retail run). Adding neighbours exposed a pre-existing placement bug that was invisible while the hero facade stood alone in an empty field: - UE south is +Y here (south sidewalk Y +718..+1447), but the hero sat at Y -1450 on the NORTH side of the street. - It was also at X -12024..-9420, 26 m east of the 6840 footprint; the frontage gap between 6902 and 6838 is X -14591..-12082. - The two north-side buildings were on the SOUTH side, because their exporter mirrored Y. Fixes: hero moved to X -13336 / Y +1307, inside its frontage gap; the frontage and north-building exporters no longer apply a Y mirror (the FBX preset already lands Blender -Y south on UE +Y south); player start and demo cameras moved to the north sidewalk looking south; sun raised to pitch -62 so both frontages read instead of the north side silhouetting. Result: the demo is a street - continuous south frontage with the hero in it, both sidewalks, the road with the designated crossing, and the north-side buildings across the road. Screenshots re-rendered and approved by the owner. Squash of branch frontage-block-0.1.0 (PR #6).
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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 shots ☑ approved 2026-11-07, including the block frontage pass that added the neighbouring buildings and corrected the hero and north-building placement.
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_Arests on the floor,Cube_ScaleTest_Bfloats 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. - Materials: every exported surface carries a look-developed material built
in
Tools/ue_build_demo_map.py(ensure_material) because Blender's flat diffuse colours do not survive the FBX → Unreal import. Each has an explicit roughness and a subtle world-space noise blend between two shades:M_Asphalt(0.92),M_Concrete(0.88),M_KerbConcrete(0.85),M_Ground(0.98),M_RoadPaint(0.62),M_FacadeStone(0.72) andM_Stucco(0.86) for the north-side buildings. - Lighting is dynamic-only (
r.AllowStaticLighting=False, all lights Movable), so no lighting build is ever required. - Attribution overlay: every shot carries the required ODbL credit in the
bottom-left (
© OpenStreetMap contributors/Data © OpenStreetMap contributors, ODbL 1.0 — openstreetmap.org/copyright), drawn byAGigLineHUD. Screenshots are requested with the UI shown so the obligation is visible in review.
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
Constant3Vectorwiring inTools/ue_build_review_map.py. - Hero façade renders pale — Blender flat colours with no normal/roughness, so
it reads as untextured stone (the
0.1.4façade 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.













