The road was never mis-modelled: a 279 m strip imports with ONE auto-generated convex hull, and a convex hull's top is the strip's maximum height. A downward trace therefore landed at 366 cm - a flat lid about 2 m above the visible road, which sits at roughly 152 cm there. That single fact explains every failed sidewalk fix, the 'road above its own sidewalk' reading, and why the player always ended up on Road_Hollywood. Slicing the road the way the sidewalks already were fixes it, and the cross-section is now continuous: Terrain_DEM 154 Sidewalk_North_07 158 Road_Hollywood_07 158 (was 366) Two changes had to land together: the road exported in slices, and the map stopped staging the single Road_Hollywood asset - which still sat on top of the slices and won every trace until removed. All 23 captures regenerated; the player and the car both stand on a continuous ground plane.
Art
Editable sources and original textures. Exported, game-ready output goes to Game/Content/.
Layout (as content arrives)
| Path | Contents |
|---|---|
Art/blender/ |
.blend sources, one file per building or asset family |
Art/textures/ |
Original texture sources before baking or compression |
Art/reference/ |
Reference photography, local only, gitignored — never committed. Fetch with Tools/commons_fetch.py; what it is evidence for goes in Docs/reference-notes-hollywood.md |
Rules
- Every
.blendsaves with a real-world metric scene scale. No exceptions; scale drift is the main source of import defects. - Named export presets only. Record the preset name and its settings next to the asset that used it.
- Textures enter as a documented source (author, licence, source URL) and are listed in ../THIRD_PARTY_NOTICES.md.
- Reference photography is never committed and never shipped. It is evidence, not content. Licensing is not a gate for local private development, but anything that would derive from a reference in a shipped asset needs a licensing decision before release.
.blendfiles are LFS-tracked and lockable; pull before editing.