Replace the generic boulevard facade with a stylized 6840 Hollywood Blvd block: six Ionic columns, eight stone steps, Masonic frieze/medallions, event banners, side doors, El Capitan Theatre and retail neighbours, Ovation Hollywood arcade, Walk of Fame and four-lane street markings. Add the Day and Night Hollywood venue-menu rows. Night uses a phase-time offset so a full-length shift stays in LATE while the clock starts at zero; late routine traffic keeps the street populated and the offset round-trips through checkpoint restore. Retune local-light falloff to linear attenuation, add a cool north sky fill, and use the smooth limestone facade texture. Refresh the staged gallery and map references; add geometry-budget, menu, night-offset and late-traffic tests.
92 lines
4.1 KiB
Markdown
92 lines
4.1 KiB
Markdown
# Scene concepts: the realistic target look
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These are AI-generated example frames (`python3 tools/scene_concepts.py generate --group scene`, `openai/gpt-5-image-mini`, 1280×720) for the realism pass. They are art direction, not assets. `tools/scene_concepts.py realism` pairs them with the in-game shots from `src/test/capture_realism.gd` (see `SHOTS` in the tool). New generations never overwrite a file here; they are saved as `<name>-vN.png`.
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## Real-world Hollywood block
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The map-optimization references for the El Capitan Entertainment Centre block
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(6840 Hollywood Blvd) are in
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[`hollywood_boulevard/README.md`](hollywood_boulevard/README.md). The real-site
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facts and game mapping are documented in
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[`../../hollywood-boulevard-map.md`](../../hollywood-boulevard-map.md).
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## Concept list
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### Hollywood Entrance
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warm low sun, long soft shadows, brick with visible mortar and wear, stone plinth, potted topiary, haze that fades the far street to beige
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### Hollywood Entrance Golden Hour
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strong back light and rim light on people, marquee bulbs reading even in daylight
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### Hollywood Entrance Rain Night
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dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog
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### Boulevard Skyline
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deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt
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### Boulevard Skyline Dusk
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purple/orange gradient sky, neon signs, lit windows, car light trails
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### Joke Shop Alley Evening
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narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets
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### Joke Shop Door Closeup
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close material detail: brick, mortar, aged wood door, brass
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### Studio Stage Door Night
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granite facade, a bright bulb canopy as the main light, a glossy black car, stanchions and a barrier
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### Sidewalk Material Closeup
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paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light
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### Entrance Steps Podium
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granite steps, handrails, glass doors, the check-in podium
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### Crowd Barrier Line
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steel barriers, a red carpet, a crowd with depth-of-field haze
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### Responder Arrival Wide
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fire engine, turnout gear, red/blue light spill on wet pavement
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### NPC Portrait Day
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close portrait of a pedestrian: skin with visible pores and stubble, fabric weave, shallow depth of field. The bar for an avatar close-up, not for the crowd shots
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The `npc_portrait` capture in `capture_realism.gd` is staged, not posed by the crowd: it freezes one NPC on an open patch of sidewalk, parks the rest of the crowd out of frame, turns the subject into the camera and stands the guard on the sunlit side. It is the only shot where a face fills the frame, so it is the one to eyeball after an avatar change (generate a local run under `docs/screens/realism/`).
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Cross-cutting targets, for comparison with locally generated realism runs:
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- **Exposure.** The concepts keep the ground mid-grey. The game's sidewalk is close to white, so it is overexposed.
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- **Night means dark.** The night/dusk concepts are lit by practical lights. The game's "Evening" phase is a bright pink-orange frame.
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- **Depth.** The concepts show a layered skyline fading into haze. The new v2 skyline strips supply this; the old box skyline did not.
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- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the trees and shrubs are organic. The game uses flat walls and blob trees.
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## Additional previews
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