Files
gig-line/Screenshots/README.md
T
zwitschi c9e933376c review: restore character + cubes in ReviewMap, re-render all shots
Root cause of the empty review frames: EditorLevelLibrary.load_level/new_level
are deprecated no-ops in -nullrhi commandlets, so staged actors landed in the
current world and got saved over the wrong map. Switched both map builders to
the LevelEditorSubsystem and reordered the review builder to save ReviewMap
before the DemoMap section (the switch-back to a map that only exists in
memory silently failed, writing demo content over ReviewMap).

Rebuilt both maps, re-rendered every screenshot; user visual check passed.
Screenshots/README.md cube naming corrected (A grounded, B floating), approval
states updated; TODO.md visual-review notes closed. MEMORY.md records the
deprecated-call and save-order traps.
2026-11-07 16:23:59 +01:00

5.4 KiB

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 rests on the floor, Cube_ScaleTest_B floats at Z 2 m; 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 (re-rendered with the character and cubes restored; user visual check passed).

Naming: shots use their stable Tools/ue_build_review_map.py 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.

File Preview View What it shows
review-overview.png overview 7 m up, NE Whole review layout: character + both cubes on the floor
review-character.png character eye height, south MPFB mannequin, idle pose + warm skin; feet meet the plane
review-scale-cubes.png scale cubes south Floating vs grounded cube: cast vs contact shadow
review-player-placement.png player placement spawn The AGigLineCharacter pawn, capsule height and landing
review-npc-prefab.png npc prefab mid, west The AGigLineNPCPerson prefab: collision capsule + visible MPFB body, feet on Z 0 (new 2026-11-07)
review-ground-contact.png ground contact knee height, feet Floating/sinking character is obvious here
review-shadow-compare.png shadow compare low angle Detached (floating) vs touching (grounded) shadows
review-hero-portals.png hero portals 8 m, eye height Three genuine 1.2 m portal recesses with flights and plinth
review-hero-facade-front.png hero facade front road side, straight-on Hero façade elevation and column rhythm
review-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-demo-spawn-view.png spawn view ☑ Spawn view: north sidewalk, the hero façade across the road
demo/review-demo-street-level.png street level ☑ Street level: portals, flights, banners, colonnade
demo/review-demo-crossing.png crossing ☑ The designated mid-block crossing (s=130 m): zebra markings on the road, kerbs flushed to ramps. Camera on the north sidewalk looking south-west. Note: the road renders near-black in shadow — the fixed-daytime-lighting item, not the markings
demo/review-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.