Add Ground Zero natural environment pass
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@@ -35,6 +35,7 @@ and wildlife spawn area so the initial investor path remains readable.
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## Follow-Up
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This is a visual and performance-safe placeholder pass, not final ecology. The
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next biome/resource passes should replace prototype meshes with real coastal
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California scrub, grassland, woodland, and resource-specific assets, then tie
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spawn density to land-cover and hydrography data.
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current prototype geometry now uses dedicated Ground Zero tree, shrub, and dry
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grass materials. The next biome/resource passes should replace prototype meshes
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with real coastal California scrub, grassland, woodland, and resource-specific
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assets, then tie spawn density to land-cover and hydrography data.
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@@ -0,0 +1,39 @@
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# Ground Zero MVP Natural Environment Pass
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The Ground Zero map now has a first MVP natural environment pass so the investor
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demo reads as coastal California scrub/woodland instead of a plain grey-box test
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space.
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## Scope
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- Terrain receives a warm coastal scrub ground material.
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- Foliage patch instances keep the current prototype meshes but use distinct
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tree, shrub, and dry grass materials.
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- Wood, fiber, stone, and freshwater actors receive distinct first-pass
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materials.
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- The setup remains repeatable through `Scripts/setup_ground_zero_demo_map.py`.
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## Material Assets
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- `/Game/Agrarian/Materials/M_AGR_GZ_Terrain_CoastalScrub`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Tree_CoastalOak`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Shrub_CoyoteBrush`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Grass_DryCoastal`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Wood_Resource`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Fiber_Resource`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Stone_Sandstone`
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- `/Game/Agrarian/Materials/M_AGR_GZ_FreshWater`
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## Validation
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`Scripts/verify_ground_zero_natural_environment_pass.py` checks that the
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materials exist, the landscape uses the terrain material, the foliage actor has
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the expected instance counts and material assignments, and resource/water actors
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are visually dressed.
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## Follow-Up
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This pass deliberately keeps the current prototype geometry so it stays small
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and stable. The next environment work should add first-pass asset variation so
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trees, bushes, grass, resource nodes, and water no longer read as repeated
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placeholder shapes.
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