40 lines
1.5 KiB
Markdown
40 lines
1.5 KiB
Markdown
# 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.
|