Files
gig-line/Screenshots
zwitschi 4401bb2f67 asset: two north-side background buildings across Hollywood Blvd
- TCL Chinese Theatre (6925) and Madame Tussaud's (6933) exported from the
  verified OSM blockout with ue_metric_v1 (export_north_buildings.py), with a
  Y-mirror so they land north of the road, across from the hero facade.
- ue_import_north_buildings.py imports + stages them in the DemoMap as
  North_TCL_Chinese / North_Madame_Tussauds (TCL Y 1802..9431, Tussaud's
  1888..7586; hero at Y -1450, road centreline ~0).
- render_screenshots.sh now also runs the DemoMap capture pass; added a
  demo-north-buildings camera, so the new buildings get a review shot.
- README/roadmap updated; flat facade materials pending the 0.1.4 patch.
2026-11-07 14:28:53 +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

The script rebuilds Game/GigLine/Content/Test/ReviewMap.umap from the current content, runs the game on it, lets AGigLineShotActor walk the fixed camera list, 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 and delete retired ones from this folder.

Scene conventions

  • Floor: 160 m square, 10 cm thick, top face exactly at Z 0. Anything standing on it has bounds starting 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, so they double as the scale reference.
  • Lighting: one warm directional key light plus a sky fill. This is the review rig, not the 0.1.0 daytime look.
  • Known limitation: outside the floor there is no geometry, so the horizon is a black band.

Shots

review-00-overview.png — Wide scene overview, approval: ☑ approved 2026-11-07

Wide scene overview

Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once.

review-01-character.png — MPFB mannequin, idle pose + warm skin, approval: ☐ pending (regenerated 2026-11-07)

MPFB mannequin, idle pose + warm skin

The imported MPFB character at eye height from the south, in a relaxed standing idle pose (arms down, not A-pose) with a warm skin-tone diffuse instead of the grey mannequin. Check the feet meet the plane: the contact shadow joins the soles.

review-02-scale-cubes.png — Scale cubes, approval: ☑ approved 2026-11-07

Scale cubes

Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow.

review-03-player-placement.png — Player pawn placement, approval: ☑ approved 2026-11-07

Player pawn placement

The pawn the game actually spawns (AGigLineCharacter) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands.

review-04-ground-contact.png — Ground contact detail, approval: ☑ approved 2026-11-07

Ground contact detail

Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring.

review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☑ approved 2026-11-07

review-04-hero-facade-front

review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☑ approved 2026-11-07

review-05-hero-facade-oblique

review-05-shadow-compare.png — Shadow comparison, approval: ☑ approved 2026-11-07

Shadow comparison

Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one.

review-06-hero-portals.png — Hero façade portals, approval: ☑ approved 2026-11-07

Hero façade portals

New: generated 2026-11-07 after the portals were rebuilt. Eye height at 8 m, filling the frame with the three doorways, their flights, and the plinth. The doors are now genuine 1.2 m recesses cut through four plinth piers, with stone jambs and lintels standing proud and three mullions in each opening.

What this shot is evidence for: that the entrance is three separate openings with individual flights (not the inherited "eight steps, 12 m wide"), and that the facade stands on Z 0 rather than sinking into the ground.

review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☑ approved 2026-11-07

Hero façade, north sidewalk

Closer straight-on view from the road side of the building line.

review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☑ approved 2026-11-07

Hero façade, oblique

From the north-west, showing the 12 m body and the column line standing proud of the mass.

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 proportions: six columns at 4.96 m centres across 25.75 m; check the rhythm reads as the photographs do in silhouette.

Known cosmetic issues

  • The floor renders with a faint speckle from the Constant3Vector wiring in Tools/ue_build_review_map.py. Cosmetic only.
  • The hero façade still has flat Blender colours; surfaces are a later materials pass.

Demo map views (2026-11-07) — ☐ pending

Rendered from /Game/Hollywood/DemoMap, the walkable level rather than the review staging. Cameras are staged by Tools/ue_build_review_map.py and captured with the same shot actor.

Shot Shows
demo/review-00-demo-spawn-view.png The player's own spawn view: north sidewalk, 20 m back, the full 14.5 m of the hero façade across the road
demo/review-01-demo-street-level.png Close street level: portals, flights, banners and the colonnade from the road
demo/review-02-demo-crossing.png From the west end looking along the block
demo/review-03-demo-north-buildings.png New 2026-11-07: the two north-side background buildings (TCL Chinese Theatre 6925, Madame Tussaud's 6933) seen from the south sidewalk across Hollywood Blvd — their frontage and mass. From the OSM blockout volumes, mirrored to the north side of the road.

Known issues in this build, visible in the shots and already on the roadmap:

  • The façade renders very pale — the Blender materials came across as flat colours with no normal or roughness, so it reads as untextured stone. That is the 0.1.4 façade patch, not a lighting bug.
  • The banners and window panels stand detached from the wall, floating in the colonnade. They are the next modelling pass.
  • Terrain carries the sidewalks between the kerb and the building line, so the walkable surface there is the terrain mesh, not a modelled pavement.