Detail the NPC avatars and finish the realism follow-ups
Blender library - Rebuild the face: sclera, iris and upper lid per eye, brow ridge, cheekbones, nose bridge and tip, ears with lobes, split upper/lower lips. - Give each hand four fingers plus a thumb and end every sleeve in a cuff ring. - Raise CHAR_MAX_VERTS 4000 -> 5000 (16 avatars still cost ~6.9 ms of a 50 ms frame), decimate the body to 26 %; characters are now 3,974-5,026 tris and 3,744-4,807 verts. Rebuild all 8 variants and re-bake their AO maps. Capture tooling - Add a `portrait` stage to capture_realism.gd: freeze one NPC, park the crowd out of frame, stand the subject on open sidewalk, turn it into the camera and put the guard on the sunlit side. New --portrait-type=N picks the role. - Add the npc_portrait_day concept and map the shot to it, so avatar detail is scored against a portrait instead of a wide street frame. Flashlight - Drop the fake additive beam (Materials.light_beam + the cone mesh): on GL Compatibility a first-person camera inside the cone renders it as a filled disc with a bright far ring. Keep the tight spot (14 deg, 20 m, energy 4.2) and its headless test; the visible shaft is now planned behind a Forward+ preset. Docs and task tracking - Move the finished realism follow-ups (ground exposure, flashlight, NPC detail, judge re-check) to DONE.md and expand TODO.md with step-by-step plans for NPC gear fit, venue geometry plus the committed gallery, and the Forward+ preset. - Record the decisions, gotchas and portrait recipe in MEMORY.md; update the Blender contract, the concept README and the capture section of README.md. - Refresh the gallery captures affected by the avatar rebuild. Checks: headless 228/228, Python 86/86, blender_assets audit exit 0, scene_concepts audit all GOOD, screen_designs compare 11 good / 0 bad, smoke_npc_budget OK, boot clean (only the known headless mesh warning).
This commit is contained in:
1 parent
2624b54b23
commit
1ee32215b0
53 files changed
+1853
-151
No files matched your search
@@ -28,6 +28,24 @@ func test_unlocked_door_admits_force() -> bool:
|
||||
var b := TestUtils.check_eq(result["outcome"], "entered", "entered outcome")
|
||||
return a and b
|
||||
|
||||
func test_flashlight_aims_a_tight_forward_spot() -> bool:
|
||||
## The lamp sits on the guard's head and aims straight down the view axis with
|
||||
## a narrow cone: a wide cone washed the whole entrance instead of lighting the
|
||||
## door being checked (realism pass, 2026-11-01).
|
||||
var root := Node3D.new()
|
||||
var gm: Node = load("res://src/game/game_manager.gd").new()
|
||||
root.add_child(gm)
|
||||
var guard: Node3D = gm.call("_build_guard")
|
||||
var lamp: SpotLight3D = guard.get_node_or_null("Head/Flashlight") as SpotLight3D
|
||||
var a := TestUtils.check(lamp != null, "flashlight lives on the guard's head")
|
||||
var b := TestUtils.check(lamp != null and lamp.rotation_degrees.is_equal_approx(Vector3.ZERO),
|
||||
"flashlight aims straight ahead")
|
||||
var c := TestUtils.check(lamp != null and lamp.spot_angle <= 20.0,
|
||||
"flashlight cone is narrow enough to read as a torch")
|
||||
var d := TestUtils.check(lamp != null and not lamp.visible, "flashlight starts off")
|
||||
root.free()
|
||||
return a and b and c and d
|
||||
|
||||
func test_flashlight_widens_perception() -> bool:
|
||||
## Without the flashlight, an NPC at AWARE_RADIUS + 3 m is unaware.
|
||||
## With the flashlight bonus (4 m), the same distance registers as aware.
|
||||
|
||||
Reference in new issue
Block a user