Tools/hero_facade_build.py builds the north elevation parametrically and writes a JSON report naming the evidence behind every part: the 25.75 m frontage and 14.5 m height are measured, the 4.96 m column bay comes from the sibling notes and matches that frontage, the three portal flights follow the photographs (five risers, overturning the inherited eight-step, 12 m wide claim), and the rest is labelled assumption. Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset (2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured building line of /Game/Hollywood/DemoMap. Two new review shots at review-04 and review-05, both pending approval. Camera placement cost four renders: the first two sat inside the facade body, and the frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of the building line in project terms.
124 lines
6.1 KiB
Markdown
124 lines
6.1 KiB
Markdown
# Screenshots — visual review
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Rendered in-game captures of the current project content, generated by
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[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). **The PNGs in
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this folder are never committed** (`.gitignore` excludes everything here
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except this README) — they exist on disk so a human can review the game's
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appearance after every change that could affect it. The `![...]` embeds below
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resolve locally next to this file.
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## How to regenerate
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```bash
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Tools/render_screenshots.sh
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```
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This rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current
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content (floor, key light, sky, MPFB character, the three 1 m scale cubes),
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runs the game on it in `-game` mode, lets `AGigLineShotActor` walk its fixed
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camera list and capture, and copies the PNGs here. Takes about a minute.
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Each screenshot is embedded below with its description and approval state.
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After reviewing, tick the approval checkbox so agents know whether the look
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is accepted or needs work.
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## review-00-overview.png — generated 2026-11-07, approval: ☐ pending
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Wide shot from the south-west, elevated. The review scene as a whole:
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character at origin, three 1 m calibration cubes in a row at 4 m north, gray
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floor, one key light plus fill sky.
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## review-01-character.png — generated 2026-11-07, approval: ☐ pending
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Medium shot, eye height, from the south. The MPFB-generated character with
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its baked skin material and A-pose bind.
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## review-02-scale-cubes.png — generated 2026-11-07, approval: ☐ pending
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Close three-quarter view of the cube row. Each cube is exactly 1 m — use it
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to judge scale against the character.
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## review-03-first-person.png — generated 2026-11-07, approval: ☐ pending
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New shot for the first-person player work. Camera is at 165 cm — the player's
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eye height — looking from behind and slightly south-east of the spawn point.
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It shows where the player lands (the character stands at origin, which is also
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the default spawn) and how the capsule/camera relate to the 1 m cubes.
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**What changed in the game since the last review:** the project now has a
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first-person `AGigLineCharacter` (1.75 m capsule, 1.60 m eye camera, 4 m/s
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walk, Enhanced Input with WASD + mouse look + jump) wired as the default pawn
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by `AGigLineGameModeBase`. Nothing visible from these cameras should differ:
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the review map spawns its own pawn-free staging, so this shot is the reference
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for the new pawn's position and eye height, not of the pawn itself.
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**Not shown, needs a human check:** walking, mouse look and jump can only be
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judged interactively. Launch the editor, press Play on `Test/ReviewMap`, and
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confirm W/A/S/D move in the expected directions, the mouse looks around with no
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acceleration, and Space jumps once per press.
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## review-04-hero-facade-front.png — generated 2026-11-07, approval: ☐ pending
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New: the **hero façade blockout** for 6840 Hollywood Blvd — six columns at
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4.96 m centres across the measured 25.75 m frontage, entablature 2.2 m,
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parapet 1.6 m, plinth and three portal flights. Straight on from the north
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sidewalk, looking south.
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What it establishes: frontage width, column rhythm and the vertical stack
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(plinth → colonnade → entablature → parapet) all read as the photographs do
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in silhouette.
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What it does **not** have yet: the banners, windows, portal recesses and motto
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band are modelled but sit *behind* the colonnade, so from this distance the
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elevation reads as a plain white mass. The materials are flat colours from
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Blender, not look-developed. Do not judge surfaces here — that is the
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materials pass.
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## review-05-hero-facade-oblique.png — generated 2026-11-07, approval: ☐ pending
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Oblique from the north-west. Shows the building's depth (12 m modelled body),
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the column line standing proud of the mass, and the scale relative to the
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review floor and character far to the left.
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**Known issue, recorded rather than hidden:** the façade stands on the review
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floor at Z 0 but is 25 m away from the original review scene, so it appears to
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float over the horizon band. That is the review scene's limitation, not the
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asset's; the real map will have the terrain under it.
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## What to look for
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- **Character**: proportions, bind pose, skin material readability.
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- **Scale cubes**: each is exactly 1 m — use them to sanity-check anything
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whose size looks off.
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- **Lighting**: one warm key light and fill sky; this is the temporary review
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rig, not the `0.1.0` daytime look.
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## Known cosmetic issues in the review scene
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- The gray floor material renders with a speckled pattern instead of flat
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gray — suspect the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
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Cosmetic only; the floor exists so shadows and scale read correctly.
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- The horizon shows a black band below the sky atmosphere (no distant ground
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plane). Expected in the empty review scene.
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## Conventions
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- `review-NN-name.png` names are produced by `AGigLineShotActor`
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(`Game/GigLine/Source/GigLine/GigLineShotActor.h`); the camera list lives in
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`Tools/ue_build_review_map.py`.
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- Add or adjust shots there when new content needs review, then update this
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README's table in the same change.
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- Agents: see the *Visual review* section in [`AGENTS.md`](../AGENTS.md).
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