Regional scenery integration and camera review points
Integrated 15 September 2026 in the non-Alpine methods only of Assets/Rampage/Runtime/World/ChapterScenery.cs. No route, race-rule, surface or motorcycle physics code changed. Alpine placement and terrain remain the other art worker's scope.
The earlier regional corridor placed the same broadleaf stock beside most regions. It now selects the published vegetation family by chapter and climate segment. Tuscany and the fictional Italian Mediterranean chapter also place the authored Villa, Campanile and Lighthouse assets. No Tuscan building is inserted into Egypt, China or the canyon.
| Stage IDs | New placement | Concrete camera / route-distance review point |
|---|---|---|
tuscany-01 |
Cypress groups, small estates and a campanile | 220 m from route origin; 48% route distance; 85% route distance |
tuscany-02 |
Larger estates of 3–4 villas, two campanile groups, short cypress avenues | 220 m; 48%; 85% |
tuscany-03 |
Sparse estates and a late hill landmark | 220 m; 48%; 85% |
mediterranean-01 |
Coastal palms, inhabited bays, lighthouse | 220 m; 48%; lighthouse at 71% |
mediterranean-02 |
Palms near first/last inhabited sections, open cliffs between, lighthouse | Settlement at 12%; open middle section at 48%; lighthouse at 80% |
mediterranean-03 |
Coastal palms/bays and the cap lighthouse | 220 m; 48%; lighthouse at 88%, viewed on approach around 85% |
egypt-01 |
Date-palm adaptation, including several deeper valley groups; thins toward desert | 6%; 48%; beyond 76% the palm corridor stops |
egypt-02 |
A few final date palms in the first 13%, then desert rock | 6% and 48% contrast |
egypt-03 |
Warm limestone margin, no palms in the open desert | 48% |
jungle-01, jungle-02, jungle-03 |
Clustered photographed small trees and low canopy, at natural uniform scale | 6%, 48%, 85%; for jungle-02, inspect the wooden-deck approach separately |
china-01, china-02, china-03 |
Existing fictional broadleaf stock retained; no inappropriate imported palms or Italian architecture | Regional architecture and species-specific hero vegetation remain separate work |
canyon-01, canyon-02, canyon-03 |
Warm red margin rock retained; no coastal palms | Regional landmarks and dry woodland remain separate work |
Distances refer to TrackRuntime centreline distance from route origin, not the raced distance after the 40 m start line. Percentages use the current actual route length. Houses may move up to 65 m along the nominal anchor and 56 m farther outward to find a suitable building footprint. Their yaw faces the road; lighthouse placement selects the west/sea-facing side of the route. These are deterministic placement rules, not claimed measured screenshots or verified final positions.
The runtime emits a compact [REGIONAL SCENERY] <stage-id> plants=<count> authoredBuildings=<count> line. The plant number counts the main corridor, excluding additional estate cypresses. Check this line during the next native run: a zero building count in a Tuscany/Mediterranean stage means no valid site or missing resources, and needs investigation rather than acceptance.
Placement and rendering constraints
- Source proportions are preserved. Coastal palms are about 8–12 m after uniform scale; the Nile model is clearly labelled an original date-palm silhouette adaptation. The tropical tree remains approximately 4.5–7 m lower-canopy stock, never an artificially stretched giant.
- Vegetation is checked against the nearest road section and actual graded ground. If a near-road embankment is too steep, a bounded alternative lies beyond the 65 m graded corridor. Steep slopes are skipped. Plantation rows and open climate-transition gaps are intentional.
- Every rotated building footprint clears the nearest route, including adjacent hairpins. Four terrain corners plus the centre determine its foundation height; sites with excessive relief are skipped. A visual stone plinth fills acceptable small height differences.
- Building collision boxes come only from the authored architecture API and stand outside the driving corridor. Plant integration adds no colliders. No fallback cubes or solid conical trees are created if an authored resource is missing.
- Plants and buildings use shared meshes/materials and their published LODGroups. High-detail shadows are restricted by the vegetation API. Low quality reduces placement density without changing source dimensions.
Validation performed: offline compilation of the complete current Runtime/Editor source, 82 + 17 files, zero warnings/errors at the final integration pass. No Unity editor, player or GPU test was launched by this worker. The final native count, terrain alignment, LOD/frustum behaviour and game-camera appearance are still for the root's regional build/QA round. This integration is not an AAA acceptance.