# 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. - First-pass asset variation actors add additional tree canopies/trunks, rounded bushes, grass mats, rock slabs, and a visible freshwater surface with varied meshes, scales, rotations, and material families. - A first-pass ruin landmark placeholder gives the Ground Zero demo a visible point of interest using five native placeholder stone pieces: foundation, wall fragments, a cairn marker, and a threshold. - The foliage and asset variation layers now use Agrarian-native placeholder mesh assets from `/Game/Agrarian/Environment/PlaceholderMeshes` instead of direct `LevelPrototyping` mesh references. - The setup remains repeatable through `Scripts/setup_ground_zero_demo_map.py`. ## Placeholder Mesh Assets - `/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Cube` - `/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_ChamferCube` - `/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Cylinder` - `/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_QuarterCylinder` - `/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Plane` ## 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. It also checks the first-pass asset variation layer: eleven labeled variation actors, at least four mesh silhouettes, unique scale profiles, and coverage across tree, bush, grass, rock, and water visual families. `Scripts/verify_native_placeholder_meshes.py` checks that playable resource/structure/water Blueprints, foliage components, and environment variation actors use Agrarian-native placeholder meshes rather than template mesh paths. `Scripts/verify_ground_zero_landmark_placeholder.py` checks the ruin landmark placeholder actor count, native mesh paths, stone material assignment, distinct placement, and roadmap/doc coverage. ## Follow-Up This pass deliberately keeps the current prototype geometry so it stays small and stable. Later environment work should replace the Agrarian-native placeholder silhouettes with region-appropriate sourced or custom meshes, then drive density and shape selection from land-cover, slope, hydrography, and biome data.