✦ SPIELWELTENMoto Racer - Rampage ↗

Regional graphics source audit — 16 September 2026

Scope: catalog/source coverage of all 21 campaign stages and three classic courses. This note records implementation and source-art limitations. It does not assert new runtime, performance, photorealism or RTX acceptance. The separate all-level native graphics audit owns new captures and results.

Fixed shared regional defect

Only the Alps ship a landscape colour map. The other six chapters previously mapped their fallback ForestGround/Limestone photograph once over the entire terrain bounds (roughly 5–8 km), while their shoulders used unrelated green/sand materials. This explains the greatly stretched cliff photographs visible in the existing Tuscany, Mediterranean, Egypt and jungle captures under 20260915-212221-campaign.

RegionalTerrainMaterial now supplies three native HDRP layers with world-space triplanar mapping: ground at 3.4 m (5 m for sand), woodland at 4.8 m, and rock at 8.5 m. Vertex colours provide continuous slope and woodland transitions. The road apron uses the same materials and weights. Terrain tiles beyond 1.35 km retain the same albedo layers without near-field normal/roughness texture fetches. Representative near/far variants are included in the existing build material enumeration.

Existing heights, triangle ordering, material partitions, road geometry and colliders are retained. Low keeps 8 m foreground samples; Medium/High keep 4 m samples, followed by the original 8/16/32 m distant grids. Layer weights reuse the existing grid height/normal rather than evaluating six additional landscape samples per vertex. No tree density was increased.

Authored palms, cypresses and tropical trees now have bounded native HDRP LOD crossfade bands and are seated on the rendered terrain/apron triangles. Their three source LODs, mesh budgets, placement counts and shadow policy are retained.

Coverage and remaining art needs

Region/course Stages examined in catalog/source Work in this regional change Remaining art limitation
Alps alps-01 Talzufahrt; alps-02 Passanstieg; alps-03 Schneepass Alpine material/forest specialist owns changes; regional path excludes these stages Separate Alpine visual review is required
Tuscany tuscany-01 Zypressenweg; tuscany-02 Höhenorte; tuscany-03 Krete-Kamm Ground/woodland/limestone continuity; cypress LOD/root placement No dedicated olive-tree stock; distant fields still need authored parcels and irregular field margins
Mediterranean mediterranean-01 Küstenankunft; mediterranean-02 Klippenstraße; mediterranean-03 Kap-Finale Coastal dry ground/woodland/limestone blend; palm LOD/root placement Coastal scrub and shoreline geology remain sparse; broad slopes are procedural
Egypt egypt-01 Niltal; egypt-02 Wüstenplateau; egypt-03 Pyramidenroute Sand/cultivated ground/limestone blend; date-palm LOD/root placement Irrigation boundaries, sand accumulation and quarry-specific rock forms need authored detail
Southeast Asia jungle-01 Regenwaldsaum; jungle-02 Flussschlucht; jungle-03 Hochlandwald Green ground/litter/rock blend; tropical tree LOD/root placement Current stock is a small tropical crown, not a complete mature rainforest canopy; steep road cuts remain geometric landform limitations
China china-01 Vorgebirge; china-02 Wachturmstraße; china-03 Drachenkamm Meadow/woodland/rock continuity Existing broadleaf fallback is not a regional species set; distant terraces need stronger authored structure
Grand Canyon canyon-01 Hochplateau; canyon-02 Schluchtroute; canyon-03 Canyon-Finale Warm sand/woodland/rock continuity with coherent rock patches Dry plateau trees, stratigraphic macrocolour and erosion-specific silhouettes still need regional art
BLACKPINE RUN blackpine Source/material/geometry review; no speculative density change Existing procedural pine repetition and forest-to-mountain scale mismatch remain; native review should judge current undergrowth and rock revisions
RED MESA RUSH red-mesa Source/material/geometry review; no speculative density change Horizon macrovariation, scrub variety and contact blending around repeated boulders remain art needs
NEON HARBOR neon-harbor Source/material/geometry review; eight-light pool and shadow-free window geometry already bound cost Facade repetition and sparse ground-level surface storytelling remain art needs

Historical screenshots inspected: four regional chapter-02 captures from 20260915-212221-campaign, plus 20260914-211652-track0/race.png, 20260914-204537-track1/race.png, and 20260914-191300-track2/race.png. These are baseline evidence, not captures of this change. No historic China/Canyon screenshots were found; those regions require the new consolidated audit.

Static review found no new topology/density increase. Native compile/material support, final colour balance, crossfade appearance and any post-driver-reinstall GPU outcome belong to the consolidated audit. The new material path is a concrete rendering repair; the list above makes clear why it cannot by itself establish photorealism.

First native visual review and bounded correction

The first complete native offscreen sweep is 20260916-110529-graphics-all-levels. Reviewed every view in the six regional contact sheets and the classic sheet (63 views). This is newer evidence than the historical screenshots above. The kilometre-stretched cliff photographs are removed; repeating surface patterns and broad, artificial road-cut geometry remain visible. Jungle vegetation is recognisably small sparse crowns, not a mature rainforest canopy. China-03 and Egypt-03 forward samples do not establish visibility of their intended wall/pyramid landmarks. Classic-course materials render coherently, but remain visibly procedural. None of these images establishes photorealism.

The sweep exposed white coastal/date palms. Existing native imported-model metrics prove the cause: Unity names a collapsed single-mesh root CoastalPalm_LOD0, whereas its source mesh retains CoastalPalm_Palm_L0. Runtime material selection parsed the root name and requested an absent RegionalLOD0_color. The correction parses sharedMesh.name and validates the six known material keys; all 15 regional LOD source names were checked against imported-model-metrics.json. This fixes the nine affected palm LODs without altering meshes or transforms.

A small visual correction also desaturates Tuscany's ground tint to (0.78, 0.84, 0.70) and applies the existing shared linear meadow macro texture to regional layer 0 at 37 m with albedo gain 0.18. Detail normals and smoothness are neutral; no geometry or source-photo replacement is introduced. The same low-gain map continues on distant tiles to avoid a colour seam. The final corrected build/captures must be distinguished from the first complete sweep; their acceptance is recorded separately by the coordinating audit.

Subsequent reference-driven Tuscany revision

The user rejected the first sweep's Tuscany landforms and supplied three photographic references. The following substantive revision supersedes the earlier Tuscany palette-only/no-density-change description. The intended reference features are rolling green agricultural hills, distinct fields, cypress avenues, compact groves, hedges and grouped warm-roof farmhouses.

All three Tuscany stages now use a shared gentle elevation envelope following the existing stage-height progression, with broad rolling hills instead of high ridges cut into large quarry-like walls. A Tuscany-only road grading sampler limits near-road crossfall and fades back to the common distant terrain by 900 m. Visible terrain and its generated collider use this same sampler. Road centerlines, riding surfaces and checkpoint positions are retained. The coordinating material change adds a fourth native HDRP layer for coherent field parcels and balanced daylight.

TuscanyScenery replaces the old sparse corridor for all three stages: paired cypress avenues at bounded 14/17/23 m quality-dependent spacing, six or ten grove groups, low hedgerow clusters and three nearby farmhouse groups plus an optional distant group. Farmhouses are grouped on sampled terrain with stone footings, a narrow gravel access lane and entrance cypresses. Groves reuse small existing broadleaf stock; no dedicated olive species model was created. The third stage's gravel surface now uses the existing fine aggregate source instead of the large cracked rock photograph; tire/contact classification stays Gravel. Low quality has fewer trees/shrubs and smaller grove groups. This is actual geometry/placement work, not only a colour correction.

Jungle/China old sparse corridor trees and the old disconnected Chinese wall call are disabled in favour of the specialist's shared canopy and terrain-following wall replacements. Native captures of these substantive changes remain pending; the first complete sweep is baseline evidence only.

Load-responsive bridge revision

MovingBridgeDeck now consumes real measured wheel suspension reactions from BikeController. A bounded two-mode damped response sags under load, rolls according to the contact moment and settles when riders leave. Hinged approach strips transfer only their deck-end share of wheel loads; fixed abutments take the remaining reaction. The existing shared deck render/collision body, articulated approaches, interpolated cable connections and original displacement/roll safety caps are retained. There is no perpetual time-only sine motion.

Tools/Verification/bridge-load-verification.ps1 compiles and executes the actual pure production response model without Unity. Its first result is 28 passed / 0 failed across 30/50/60/120 Hz, one/two-rider load response, opposite lane moments, congestion/impact bounds, unload settling and reset/invalid inputs. This does not establish native physics acceptance. CampaignBridgeVerification now enumerates all nine planned Canyon spans and the Jungle bridge, checks loaded seams/cable counts/shared support, and selects the longest span per course for bounded full riding and brake trials. Native verification remains owned by the coordinating run.