2.0 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.
- 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.
- 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. 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.
Follow-Up
This pass deliberately keeps the current prototype geometry so it stays small and stable. Later environment work should replace these prototype silhouettes with region-appropriate sourced or custom meshes, then drive density and shape selection from land-cover, slope, hydrography, and biome data.