Upgrade Ground Zero vegetation assets
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@@ -9,8 +9,11 @@ space.
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- Terrain receives a procedural coastal scrub terrain material that blends
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dry soil, scrub green, and sandy path color families with broad and fine
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noise so Ground Zero does not read as flat tan placeholder ground.
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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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- Foliage patch instances use native low-poly coastal scrub vegetation meshes
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under `/Game/Agrarian/Environment/Vegetation`: a coastal oak proxy, coyote
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brush proxy, and dry grass clump proxy. The foliage materials include
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per-instance color variation so repeated instances do not read as copied
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engine primitives.
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- Wood, fiber, stone, and freshwater actors receive distinct first-pass
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materials.
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- Investor-facing asset variation actors add additional tree canopies/trunks,
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@@ -50,7 +53,10 @@ space.
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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 investor-facing instance counts and material assignments, and
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resource/water actors are visually dressed. It also checks that the terrain
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resource/water actors are visually dressed. It also checks that foliage no
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longer points at `/Engine/BasicShapes` or template meshes, that the three
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coastal-scrub vegetation assets are assigned, and that tree, shrub, and grass
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components have explicit cull distances for performance. It also checks that the terrain
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material contains procedural color breakup rather than a flat constant color:
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noise, blend, and coastal-scrub color-vector expression families must be present
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in the saved material package. It also checks the asset variation
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