3.3 KiB
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.
- Investor-facing asset variation actors add additional tree canopies/trunks, rounded bushes, brush clusters, grass mats, rock slabs, water-bank pieces, reeds, 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/PlaceholderMeshesinstead of directLevelPrototypingmesh 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_EdiblePlant_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 investor-facing instance counts and material assignments, and
resource/water actors are visually dressed. It also checks the asset variation
layer: twenty-three 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.