Original world landmarks
These are original Blender-authored assets for the Egypt and China chapters. They are exported, available through a separate placement API and now hooked into the corresponding ChapterScenery stages. They have not yet been accepted in a Unity player image. The CPU studio previews verify recognizable architecture and visible modelling defects, not HDRP appearance, terrain placement or AAA quality.
Models and scale
| Resource name | Geometry | Size at scale 1 |
|---|---|---|
PyramidMain |
Exposed horizontal limestone courses, shallow irregular recession and truncated summit | Approximately 230 m base width, 138 m height |
PyramidCased |
Companion monument with exposed lower courses and a retained upper casing | Approximately 230 m base width, 138 m height |
WallWatchtower |
Battered stone foundation, hollow upper chamber with real arched apertures and voussoirs, wall-walk doors, access stairs, open battlement roof, coping and corner merlons | Body 12.6 m wide; 18 m including stairs; 14.32 m high |
WallSegment20m |
Battered foundation, raised paved wall walk, twin parapets, individual merlons and coping | 20 m along local X, 7.2 m base width, 8.23 m maximum height |
Every asset has three exported LODs with the same metric origin and axes. The pyramids use 16,140 / 4,044 / 684 triangles each. The wall segment uses 2,172 / 816 / 672. Exact current watchtower counts, all bounds and SHA-256 values are in landmark-build.json. All mesh parts use a planar metric UV projection with one photographic tile per 4 m. Maps are reused unchanged; they are not newly generated textures or exact historical masonry scans.
The Egyptian Ministry of Tourism and Antiquities describes the limestone core, former casing and original 146.5 m height. The Egyptian State Information Service gives the approximately 230 m base. These informed the large-mass proportions. The companion casing, ensemble layout and small monuments are original game compositions rather than surveyed Giza reconstruction.
The UNESCO description of the Great Wall identifies wall tracks, watchtowers, shelters and defensive structures. The modules interpret those architectural elements; they do not duplicate a named tower or claim an exact Ming-period reconstruction. The current stone finish is a reusable game material and remains subject to the chapter's visual review.
Sources and reproduction
- Authoring script: prepare_world_landmarks.py.
- Editable source: WorldLandmarks.blend, including the individual original meshes, all LODs, studio setup and packed photographic inputs. It does not depend on the original absolute texture paths.
- Exports:
ArtSource/WorldLandmarks/Exports, copied byte-for-byte intoAssets/Rampage/Resources/Environments/WorldLandmarks. - Existing PBR inputs:
Rock,TuscanStoneandTuscanPlasterunderResources/Textures. Poly Haven CC0 sources and authors are already identified in THIRD-PARTY-NOTICES.md; each reused input hash is also recorded in the landmark manifest. No paid assets or third-party model downloads were used. - Blender 4.5.9 LTS performs mesh construction, UV assignment, FBX export and Cycles rendering on the CPU. No Unity or player process is launched by this script.
Example reproduction from the project directory:
& './Tools/Downloads/Blender/blender-4.5.9-windows-x64/blender.exe' --background --factory-startup --python './Tools/Art/prepare_world_landmarks.py'
Placement API
WorldLandmarks.cs exposes:
WorldLandmarks.Place(parent, "WallWatchtower", position, yaw, scale: 1f);
WorldLandmarks.Place(parent, "WallSegment20m", position, yaw, scale: 1f);
WorldLandmarks.Place(parent, "PyramidCased", position, yaw, scale: .93f);
WorldLandmarks.PyramidEnsemble(parent, centre, yaw, groundHeight);
Positions and the optional Func<float, float, float> terrain callback are in the parent's local coordinate space. Origins are bottom-centred. The ensemble creates three independently grounded main monuments and three smaller companions, with an approximately 685 × 390 m footprint before rotation. Each monument keeps its own LOD group. Terrain must provide a credible, sufficiently flat plateau for these large foundations; sampling a single centre height does not grade or validate the complete footprint.
Wall segments run along local X. Doorway stairs connect the tower to the lower walkway when their foundations share a ground level. For sloping ridgelines, the caller must place short wall sections against terrain and review gaps, stair rhythm and foundations. The API does not invent a continuous wall path or change the road.
Collision is off by default. collision: true creates static non-convex colliders from the corresponding LOD2 mesh parts; it is intended for explicit obstacle placement outside the riding corridor. The models are not registered road surfaces. Missing model LODs return null rather than substituting primitives.
Actual preview review and remaining work
Chapter placement hooks
Egypt02 and Egypt03 use the same deterministic plateau sites. Egypt02 shows the monuments as a distant destination, while Egypt03 passes the group more closely. The three principal search regions begin at chapter X/Z (1470, 6980), (1775, 7250) and (1790, 7670); three small companion monuments provide scale. A bounded search selects low-relief, non-overlapping footprints while keeping every chapter road clear. The initial offline numerical check found all six sites, with main-footprint relief of approximately 5.2 m, 10.4 m and 1.3 m; these are planning checks, not native placement acceptance.
Every pyramid foundation samples a 5 × 5 grid. The maximum permitted relief is 12 m for the large bases and 3 m for small companions. The complete circumscribed footprint plus a margin is tested against all three Egyptian routes. Separate fitted stone foundations close the gap to the existing terrain; the terrain sampler, road and physics are unchanged. The monuments are culled when outside the active stage's supported view distance. Identical desired sites and search order preserve their chapter geography across both stages.
China02 has two 220 m wall runs, beginning at 47% and 79% of its full road length. China03 has three 320 m runs, beginning at 5%, 45% and 79%. Each follows the higher side of its shared chapter route at a nominal 150 m lateral offset. Wall segments follow the local grade, reject slopes above 24% and unsuitable footprints, and receive terrain-fitted stone skirts. Towers are attempted near the run ends only where their footprint relief is at most 4.5 m. All three chapter roads are checked; no landmark collider is enabled. Both stages derive the same sets of chapter sites, with distant groups removed outside the active terrain/view envelope.
Rejected sites are skipped rather than flattening mountains, moving roads or inserting placeholder primitives. Native review must check actual accepted counts, continuity of wall runs, their visibility from the riding camera, tower/wall junctions, plateau scale and foundation appearance. Existing HDRP Lit normal/mask keyword combinations are reused; no additional shader-reference material is required by these hooks.
The first pyramid preview was inspected: the three large masses, smaller companions, stepped core and distinct upper casing are visible. The first tower preview revealed overlapping corner/parapet geometry. That was corrected with continuous square rings and independent corner merlons; a second render showed the black corner artefacts removed. Exterior stairs were then added so adjacent wall modules no longer need to float above a shared ground plane.
Wall preview is a CPU authoring image. It is not a screenshot of the game. The models still require native import/scale and normal checks, actual route placement, HDRP daylight/night material review, LOD transitions in motion, appropriate collision review and a measured render budget. Repetitive masonry and silhouette detail should be judged from the actual driving distances. No AAA, finished-region or performance acceptance is asserted.