Used the workflow integration from the previous step for real: generated a warm limestone ashlar albedo with two profiles compared (AlbedoBase 17.04 vs Krea-2 13.90, AlbedoBase won), saved it as Art/textures/generated/T_FacadeAshlar_AI.png beside its provenance sidecar, and imported it to /Game/Hollywood/Textures. ue_hero_facade_import.py now imports that albedo and, for the two stone slots, builds a material with TextureSampleParameter2D -> Multiply(tint) -> Base Color, tiling the UVs 6x, so the map carries the coursing and the tint keeps the value inside the reference's range. Two real bugs fixed on the way: - the albedo path was resolved against unreal.Paths.project_dir() (Game/GigLine), not the repository root, so the import silently skipped; - the authored materials were never saved - only the mesh was - so after a reload the slots pointed at nothing and the elevation fell back to one default colour. Honest status: the nodes are verified present and saved (Constant3Vector, TextureSampleParameter2D, TextureCoordinate, Multiply) and the source mesh has UVs, but the render still shows the flat tint. Recorded in TODO.md with the next probe: read the compiled Base Color pin instead of the node list. THIRD_PARTY_NOTICES.md gains the AlbedoBase row (commercial use, credit required).
Gig Line
A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.
Status
0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.
Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.
Layout
| Path | Contents |
|---|---|
Game/ |
Unreal project, configuration, source, game-ready content |
Art/ |
Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library |
Geo/ |
Source manifests, permitted geographic data, and every geographic tool |
Tools/ |
Unreal-side importers, level builders, and reference gathering |
Docs/ |
Setup, toolchain pins, build and content pipeline, licensing, release checks |
Screenshots/ |
Rendered review captures and their approval state |
Getting started
git lfs install # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers
The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.
Documents
- TODO.md — living task list, source of truth for progress
- ROADMAP.md — development plan: milestone goals, scope, and release gates
- MEMORY.md — shared session memory: discoveries, traps, decisions
- AGENTS.md — contributor and agent rules
- PLAN.md — scope, stack, release policy, timeline
- Docs/toolchain.md · Docs/environment.md — pins and workstation audit
- Docs/build.md — fresh-checkout build and content pipeline
- Docs/release-checks.md — release gates
- Docs/licensing.md · THIRD_PARTY_NOTICES.md — licensing
- CHANGELOG.md — release history
Licensing
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.