79 lines
4.1 KiB
Markdown
79 lines
4.1 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 procedural coastal scrub terrain material that blends
|
|
dry soil, scrub green, and sandy path color families with broad and fine
|
|
noise so Ground Zero does not read as flat tan placeholder ground.
|
|
- Foliage patch instances use native low-poly coastal scrub vegetation meshes
|
|
under `/Game/Agrarian/Environment/Vegetation`: a coastal oak proxy, coyote
|
|
brush proxy, and dry grass clump proxy. The foliage materials include
|
|
per-instance color variation so repeated instances do not read as copied
|
|
engine primitives.
|
|
- 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/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_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 that foliage no
|
|
longer points at `/Engine/BasicShapes` or template meshes, that the three
|
|
coastal-scrub vegetation assets are assigned, and that tree, shrub, and grass
|
|
components have explicit cull distances for performance. It also checks that the terrain
|
|
material contains procedural color breakup rather than a flat constant color:
|
|
noise, blend, and coastal-scrub color-vector expression families must be present
|
|
in the saved material package. 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.
|