Files
gig-line/Screenshots
zwitschi 91fd123ab4 repo: allow screenshots in the repository
- Drop the /Screenshots/* gitignore exclusion so review PNGs are committed
  (LFS-tracked) alongside the review README.
- AGENTS.md Visual review: PNGs are now committed, not kept only on disk.
- 13 review/demo screenshots tracked (25 MB LFS).
2026-11-07 15:01:09 +01:00
..

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.

Scene conventions

  • Floor: 160 m square, top face at Z 0. The character measures Z 0..83 cm.
  • Cubes: Cube_ScaleTest_A floats at Z 2 m, Cube_ScaleTest_B rests on the floor; both are exactly 1 m — the scale reference.
  • Lighting: one warm key light plus sky fill (review rig, not the 0.1.0 daytime look). Beyond the floor is open: the horizon is a black band.

Review-map shots

All ☑ approved 2026-11-07 unless noted. Click an image for the full-size PNG.

File Preview View What it shows
review-00-overview.png overview 7 m up, NE Whole review layout: character + both cubes on the floor
review-01-character.png character eye height, south MPFB mannequin, idle pose + warm skin; feet meet the plane
review-02-scale-cubes.png scale cubes south Floating vs grounded cube: cast vs contact shadow
review-03-player-placement.png player placement spawn The AGigLineCharacter pawn, capsule height and landing
review-04-ground-contact.png ground contact knee height, feet Floating/sinking character is obvious here
review-05-shadow-compare.png shadow compare low angle Detached (floating) vs touching (grounded) shadows
review-06-hero-portals.png hero portals 8 m, eye height Three genuine 1.2 m portal recesses with flights and plinth
review-07-hero-facade-front.png hero facade front road side, straight-on Hero façade elevation and column rhythm
review-08-hero-facade-oblique.png hero facade oblique north-west Body depth and column line standing proud of the mass

Demo-map views

Rendered from /Game/Hollywood/DemoMap, the walkable level. Click an image for the full-size PNG.

File Preview Approval What it shows
demo/review-00-demo-spawn-view.png spawn view ☑ Spawn view: north sidewalk, the hero façade across the road
demo/review-01-demo-street-level.png street level ☑ Street level: portals, flights, banners, colonnade
demo/review-02-demo-crossing.png crossing needs review From the west, looking along the block (foreground blocking)
demo/review-03-demo-north-buildings.png north buildings ☑ North-side background buildings (TCL, Tussaud's) across the Blvd

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.