zwitschi fe8a23e5ee feat(tools): rephrase the concept studies as frontal building views
Owner instruction: show the building, its entrance, the neighbouring buildings,
front-on, and drop the close-up detail framing.

- Studies replaced: door-recess / entrance-wide / column-order /
  entablature-cornice / parapet-motto / window-rhythm / street-wall /
  banner-detail -> building-front, building-entrance, building-with-neighbours,
  building-street-front, building-front-oblique, theatre-front-with-neighbours.
- ANCHOR_SUFFIX now permits REFRAMING (step back, zoom out, widen the view) so the
  whole building can fit, while the architecture stays fixed; previously it pinned
  the camera angle to the reference, which forced cropped results.
- Prompts state 'exterior' explicitly (the entrance study otherwise produced an
  interior) and require sky above the roofline and nothing cut off.

Vision pre-check on the regenerated set: building-entrance and building-street-front
read as full-elevation frontal plates; the studies anchored on the tightly cropped
2009 facade photo stay cropped, because the model will not invent the parapet and
sky the photograph does not contain. That limitation is recorded in the study table
comment - a full 6840 plate needs a full-elevation photograph we do not hold.

Tests: 40 pass (study table assertions unchanged).
2026-11-08 17:35:20 +01:00

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

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.

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