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.
76 lines
5.4 KiB
Markdown
76 lines
5.4 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 are
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committed alongside this README so a reviewer sees exactly what the build
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rendered.
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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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Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs
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the game on it (and on the DemoMap for the walkable views), walks the fixed
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camera list via `AGigLineShotActor`, captures each shot, copies the PNGs here
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and exits — about a minute. The camera list lives in
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`Tools/ue_build_review_map.py`; add new shots there, remove retired ones here.
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## Scene conventions
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- **Floor**: 160 m square, top face at Z 0. The character measures Z 0..83 cm.
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- **Cubes**: `Cube_ScaleTest_A` rests on the floor, `Cube_ScaleTest_B` floats at
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Z 2 m; both are exactly 1 m — the scale reference.
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- **Lighting**: one warm key light plus sky fill (review rig, not the `0.1.0`
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daytime look). Beyond the floor is open: the horizon is a black band.
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## Review-map shots
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All ☑ approved 2026-11-07 (re-rendered with the character and cubes restored;
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user visual check passed).
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> Naming: shots use their stable `Tools/ue_build_review_map.py` camera name (no
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> index prefix), so adding or reordering cameras never renumbers files or
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> orphans the old ones. Click an image for the full-size PNG.
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| File | Preview | View | What it shows |
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| --- | --- | --- | --- |
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| `review-overview.png` | [<img src="review-overview.png" alt="overview" width="200">](review-overview.png) | 7 m up, NE | Whole review layout: character + both cubes on the floor |
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| `review-character.png` | [<img src="review-character.png" alt="character" width="200">](review-character.png) | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane |
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| `review-scale-cubes.png` | [<img src="review-scale-cubes.png" alt="scale cubes" width="200">](review-scale-cubes.png) | south | Floating vs grounded cube: cast vs contact shadow |
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| `review-player-placement.png` | [<img src="review-player-placement.png" alt="player placement" width="200">](review-player-placement.png) | spawn | The `AGigLineCharacter` pawn, capsule height and landing |
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| `review-npc-prefab.png` | [<img src="review-npc-prefab.png" alt="npc prefab" width="200">](review-npc-prefab.png) | mid, west | The `AGigLineNPCPerson` prefab: collision capsule + visible MPFB body, feet on Z 0 (**new 2026-11-07**) |
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| `review-ground-contact.png` | [<img src="review-ground-contact.png" alt="ground contact" width="200">](review-ground-contact.png) | knee height, feet | Floating/sinking character is obvious here |
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| `review-shadow-compare.png` | [<img src="review-shadow-compare.png" alt="shadow compare" width="200">](review-shadow-compare.png) | low angle | Detached (floating) vs touching (grounded) shadows |
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| `review-hero-portals.png` | [<img src="review-hero-portals.png" alt="hero portals" width="200">](review-hero-portals.png) | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth |
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| `review-hero-facade-front.png` | [<img src="review-hero-facade-front.png" alt="hero facade front" width="200">](review-hero-facade-front.png) | road side, straight-on | Hero façade elevation and column rhythm |
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| `review-hero-facade-oblique.png` | [<img src="review-hero-facade-oblique.png" alt="hero facade oblique" width="200">](review-hero-facade-oblique.png) | north-west | Body depth and column line standing proud of the mass |
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## Demo-map views
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Rendered from `/Game/Hollywood/DemoMap`, the walkable level. Click an image for the full-size PNG.
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| File | Preview | Approval | What it shows |
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| --- | --- | --- | --- |
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| `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="200">](demo/review-demo-spawn-view.png) | ☑ | Spawn view: north sidewalk, the hero façade across the road |
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| `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="200">](demo/review-demo-street-level.png) | ☑ | Street level: portals, flights, banners, colonnade |
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| `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="200">](demo/review-demo-crossing.png) | ☑ | 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 |
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| `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="200">](demo/review-demo-north-buildings.png) | ☑ | North-side background buildings (TCL, Tussaud's) across the Blvd |
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## What to look for
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- **Ground contact**: feet meet the plane with no gap and no shadow seam.
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- **Scale**: everything checks against the 1 m cubes.
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- **Façade rhythm**: six columns at 4.96 m across 25.75 m should read as the
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photographs in silhouette.
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## Known cosmetic issues
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- Floor speckle from the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
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- Hero façade renders pale — Blender flat colours with no normal/roughness, so
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it reads as untextured stone (the `0.1.4` façade patch, not a lighting bug).
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- Banners and window panels float detached from the colonnade wall (next
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modelling pass).
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- Between kerb and building line, the walkable surface is the terrain mesh, not
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a modelled pavement. |