Scenery overhaul: real OSM street furniture, FLUX texture set v2, lighting pass

Builder now uses the furniture OSM already carries (footways, lamps, benches,
bins, bollards, bus stops, crossings): raised chamfered footpaths, shopfront
bands, awnings in three fabrics, parapets, layered fig/palm trees, zebra bars,
dashed centre lines, Queen St Mall winged canopies. ACES tonemap + SSAO + fog
in game.gd. flux_texture.sh gains size/luma clamping (FLUX renders "pale" as
blown-out white); gen_textures.sh + check_textures.py manage the set. Woolies
carpark rebuilt textured, parking the real fleet. Fixes: fractional OSM layer
tag crash, zero-length-normal UV projection, blood-red mall pavers.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-07-28 14:13:29 +10:00
parent 565caa6f85
commit 82dae637a1
288 changed files with 3920 additions and 260 deletions

5
.gitignore vendored
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@ -5,3 +5,8 @@ screenshot.png
shot_*.png shot_*.png
screenshot.png.import screenshot.png.import
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after_*.png
before_*.png.import
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@ -75,10 +75,58 @@ reference to hand-detail hero landmarks on the OSM base.
Levels so far: woolies_carpark, queen_st_mall, southbank, albert_parklands, Levels so far: woolies_carpark, queen_st_mall, southbank, albert_parklands,
story_bridge (procedural steel truss along Bradfield Highway), kangaroo_point. story_bridge (procedural steel truss along Bradfield Highway), kangaroo_point.
Textures in assets/textures/ are FLUX-generated (Cloudflare Workers AI) --
regenerate or add with tools/flux_texture.sh "<prompt>" assets/textures/<name>.jpg Area JSONs are cached in `~/.cache/burnout_osm` (override with `$OSM_CACHE`);
(creds read from .env, never printed). The builder box-projects UVs; facades pick `tools/build_all_levels.sh` rebuilds every level from them.
glass/brick/concrete/heritage by height and id hash.
### What the builder makes of the OSM data
Beyond the street grid and building footprints, it uses the furniture OSM
already carries — street lamps, benches, bins, bollards, bus stops and the
whole footway network — so most of the detail is real Brisbane, not invented:
- **Buildings** extrude with a glazed shopfront band at street level, a
cantilevered awning over the footpath (three canvas colours, varied heights,
~70% of buildings — a whole street at one height in one colour reads as a
painted stripe), a roof parapet, and a plant room on anything tall.
- **Footpaths** come from the OSM footway ways, raised 14 cm with a chamfered
kerb. The chamfer is deliberate: a hard vertical edge at 120 km/h reads as a
crash to the jolt detector in car.gd.
- **Roads** get dashed centre lines; `footway=crossing` becomes zebra bars laid
flat on the road instead of a raised strip you'd launch off.
- **Trees** are a trunk plus three offset welded spheres (figs) or radiating
fronds (palms), scattered along kerbs on top of the ones OSM maps — Brisbane
has far more street trees than are tagged.
- **Queen Street Mall's winged canopies** grow along pedestrian ways whose name
starts with the `canopy` argument. Note OSM splits the mall into a 15 m stub
named "Queen Street Mall" plus the 438 m pedestrian way named just
"Queen Street", hence prefix matching.
Variation is seeded off OSM ids, so rebuilds are reproducible.
### Textures
`assets/textures/` is FLUX-generated (Cloudflare Workers AI). Regenerate the
whole set with `tools/gen_textures.sh` or one with
`tools/gen_textures.sh <name>`; creds are read from `.env`, never printed.
Two things worth knowing before you re-prompt:
- FLUX returns a **near-white blank sheet** for anything described as pale
("off white metal panel" came back at 240/255 however it was worded), and a
blown-out albedo renders as a featureless void in game. The spec table's last
column is a target mean luma that clamps this deterministically.
- `tools/check_textures.py` reports mean/contrast for the set and flags the
duds. Run it after regenerating.
The builder box-projects UVs at a per-material metres-per-tile scale; facades
pick glass/brick/concrete/heritage/sandstone by height, building tag and id hash.
`woolies_carpark` is the one level still built in GDScript rather than as a GLB
([carpark.gd](levels/woolies_carpark/carpark.gd)) — its parked shitboxes have to
stay shuntable RigidBodies, which a static GLB can't carry. It picks its parked
cars at random from the real fleet. Its Trolley Run junction runs convoys along
the aisles at `z = 15/12` and `z = -21/-24`, so keep those lanes clear.
## Add a level ## Add a level

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@ -40,3 +42,4 @@ materials/extract_path=""
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@ -40,3 +42,4 @@ materials/extract_path=""
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@ -40,3 +42,4 @@ materials/extract_path=""
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@ -40,3 +42,4 @@ materials/extract_path=""
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@ -40,3 +42,4 @@ materials/extract_path=""
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@ -40,3 +42,4 @@ materials/extract_path=""
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