67 lines
3.3 KiB
Markdown
67 lines
3.3 KiB
Markdown
# Ground Zero MVP Natural Environment Pass
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The Ground Zero map now has a first MVP natural environment pass so the investor
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demo reads as coastal California scrub/woodland instead of a plain grey-box test
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space.
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## Scope
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- Terrain receives a warm coastal scrub ground material.
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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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- Wood, fiber, stone, and freshwater actors receive distinct first-pass
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materials.
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- First-pass asset variation actors add additional tree canopies/trunks, rounded
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bushes, grass mats, rock slabs, and a visible freshwater surface with varied
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meshes, scales, rotations, and material families.
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- A first-pass ruin landmark placeholder gives the Ground Zero demo a visible
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point of interest using five native placeholder stone pieces: foundation,
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wall fragments, a cairn marker, and a threshold.
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- The foliage and asset variation layers now use Agrarian-native placeholder
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mesh assets from `/Game/Agrarian/Environment/PlaceholderMeshes` instead of
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direct `LevelPrototyping` mesh references.
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- The setup remains repeatable through `Scripts/setup_ground_zero_demo_map.py`.
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## Placeholder Mesh Assets
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- `/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Cube`
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- `/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_ChamferCube`
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- `/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Cylinder`
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- `/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_QuarterCylinder`
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- `/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Plane`
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## Material Assets
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- `/Game/Agrarian/Materials/M_AGR_GZ_Terrain_CoastalScrub`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Tree_CoastalOak`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Shrub_CoyoteBrush`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Grass_DryCoastal`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Wood_Resource`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Fiber_Resource`
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- `/Game/Agrarian/Materials/M_AGR_GZ_EdiblePlant_Resource`
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- `/Game/Agrarian/Materials/M_AGR_GZ_Stone_Sandstone`
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- `/Game/Agrarian/Materials/M_AGR_GZ_FreshWater`
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## Validation
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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 instance counts and material assignments, and resource/water actors
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are visually dressed. It also checks the first-pass asset variation layer:
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eleven labeled variation actors, at least four mesh silhouettes, unique scale
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profiles, and coverage across tree, bush, grass, rock, and water visual
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families. `Scripts/verify_native_placeholder_meshes.py` checks that playable
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resource/structure/water Blueprints, foliage components, and environment
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variation actors use Agrarian-native placeholder meshes rather than template
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mesh paths. `Scripts/verify_ground_zero_landmark_placeholder.py` checks the
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ruin landmark placeholder actor count, native mesh paths, stone material
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assignment, distinct placement, and roadmap/doc coverage.
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## Follow-Up
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This pass deliberately keeps the current prototype geometry so it stays small
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and stable. Later environment work should replace the Agrarian-native
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placeholder silhouettes with region-appropriate sourced or custom meshes, then
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drive density and shape selection from land-cover, slope, hydrography, and biome
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data.
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