Add Ground Zero natural environment pass

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2026-05-16 02:18:46 -07:00
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# Ground Zero MVP Natural Environment Pass
The Ground Zero map now has a first MVP natural environment pass so the investor
demo reads as coastal California scrub/woodland instead of a plain grey-box test
space.
## Scope
- Terrain receives a warm coastal scrub ground material.
- Foliage patch instances keep the current prototype meshes but use distinct
tree, shrub, and dry grass materials.
- Wood, fiber, stone, and freshwater actors receive distinct first-pass
materials.
- The setup remains repeatable through `Scripts/setup_ground_zero_demo_map.py`.
## Material Assets
- `/Game/Agrarian/Materials/M_AGR_GZ_Terrain_CoastalScrub`
- `/Game/Agrarian/Materials/M_AGR_GZ_Tree_CoastalOak`
- `/Game/Agrarian/Materials/M_AGR_GZ_Shrub_CoyoteBrush`
- `/Game/Agrarian/Materials/M_AGR_GZ_Grass_DryCoastal`
- `/Game/Agrarian/Materials/M_AGR_GZ_Wood_Resource`
- `/Game/Agrarian/Materials/M_AGR_GZ_Fiber_Resource`
- `/Game/Agrarian/Materials/M_AGR_GZ_Stone_Sandstone`
- `/Game/Agrarian/Materials/M_AGR_GZ_FreshWater`
## Validation
`Scripts/verify_ground_zero_natural_environment_pass.py` checks that the
materials exist, the landscape uses the terrain material, the foliage actor has
the expected instance counts and material assignments, and resource/water actors
are visually dressed.
## Follow-Up
This pass deliberately keeps the current prototype geometry so it stays small
and stable. The next environment work should add first-pass asset variation so
trees, bushes, grass, resource nodes, and water no longer read as repeated
placeholder shapes.