150 lines
4.7 KiB
Markdown
150 lines
4.7 KiB
Markdown
# Ralpha Location System
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A "Disneyland-style" world with multiple themed locations that stream in/out as needed.
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## Quick Start
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### 1. Create Location Levels in UE5
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For each location, create a new level:
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1. **File > New Level > Empty Level**
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2. Save as:
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- `Content/Maps/Locations/LVL_Beach.umap`
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- `Content/Maps/Locations/LVL_Church.umap`
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- `Content/Maps/Locations/LVL_Studio.umap`
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- `Content/Maps/Locations/LVL_Home.umap`
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- `Content/Maps/Locations/LVL_Urban.umap`
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- `Content/Maps/Locations/LVL_Forest.umap`
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### 2. Create the Hub World
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1. **File > New Level > Empty Level**
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2. Save as `Content/Maps/RalphaWorld.umap`
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3. Add a simple ground plane
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4. Add paths/portals to each location direction
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### 3. Configure Level Streaming (Optional)
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If you want automatic streaming when walking around RalphaWorld:
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1. Open RalphaWorld
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2. Window > World Settings > Enable World Partition
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3. Create Level Instance actors for each location
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4. Set streaming distances in the LocationConfig.json
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## MCP Commands
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### List all locations
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```json
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{"type": "list_locations"}
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```
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### Load a location (stream in)
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```json
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{"type": "load_location", "parameters": {"location_id": "beach"}}
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```
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### Teleport camera to location
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```json
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{"type": "teleport_to_location", "parameters": {"location_id": "beach"}}
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```
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### Set active location (load + teleport)
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```json
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{"type": "set_active_location", "parameters": {"location_id": "beach"}}
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```
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### Open location level directly (exits hub world)
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```json
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{"type": "open_location_level", "parameters": {"location_id": "beach"}}
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```
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### Get locations by domain
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```json
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{"type": "get_locations_by_domain", "parameters": {"domain": "SKY"}}
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```
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## Location Configurations
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| Location | ID | Domains | Best For |
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|----------|-----|---------|----------|
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| Beach Island | `beach` | SKY, SEA, TERRAIN, LIGHTING | Ocean scenes, sunsets |
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| Church District | `church` | LIGHTING, OBJECTS, COMPOSITION | Interior lighting, architecture |
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| Studio Backlot | `studio` | LIGHTING, FACES, BODIES, COMPOSITION | Portraits, controlled lighting |
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| Residential Home | `home` | LIGHTING, OBJECTS, COMPOSITION | Interior scenes |
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| Urban Downtown | `urban` | SKY, LIGHTING, OBJECTS, COMPOSITION | Street scenes, cityscapes |
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| Forest Wilderness | `forest` | SKY, TERRAIN, FOG, LIGHTING | Nature, atmospheric shots |
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## Hub World Layout
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```
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CHURCH (2500, 4330)
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STUDIO (-2500, 4330) |
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\ | /
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\ | /
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\ | /
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[ HUB CENTER ]
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/ | \
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/ | \
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/ | \
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HOME (-5000, 0) | BEACH (5000, 0)
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URBAN (-2500, -4330)
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FOREST (2500, -4330)
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```
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Each location is ~5000 units from the hub center, arranged in a hexagonal pattern.
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## Building Each Location
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### Beach Island
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- Import: Ocean water body, sand landscape, palm trees
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- Key props: Beach chairs, umbrellas, rocks, driftwood
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- Lighting: Sun for golden hour, sky atmosphere
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### Church District
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- Import: Gothic architecture kit
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- Key props: Pews, altar, candles, stained glass
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- Lighting: Dramatic light shafts through windows
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### Studio Backlot
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- Build: Cyc wall (infinity cove), seamless backdrop
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- Key props: Softboxes, C-stands, camera gear
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- Lighting: 3-point setup, controllable rigs
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### Residential Home
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- Import: Modular house kit, furniture pack
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- Rooms: Living room, kitchen, bedroom, bathroom
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- Lighting: Natural window light, practicals
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### Urban Downtown
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- Import: Building facades, street props
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- Key props: Vehicles, street lamps, signs, benches
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- Lighting: Day/night variants, neon signs
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### Forest Wilderness
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- Import: Tree packs (broadleaf, conifer), undergrowth
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- Key props: Fallen logs, boulders, streams
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- Lighting: Dappled light, fog atmosphere
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## FAB Asset Recommendations
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Search these on FAB for each location:
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**Beach**: "tropical beach", "palm tree", "ocean rocks"
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**Church**: "gothic architecture", "church interior", "stained glass"
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**Studio**: "photo studio", "lighting equipment"
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**Home**: "modern furniture", "interior props", "kitchen appliances"
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**Urban**: "city kit", "modular buildings", "street props"
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**Forest**: "broadleaf trees", "forest floor", "procedural foliage"
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## Tips
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1. **Start simple** - Block out each location with basic shapes first
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2. **Use Level Instances** - Edit once, update everywhere
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3. **Test streaming** - Ensure smooth transitions between locations
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4. **Match scale** - Keep consistent scale across all locations
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5. **Shared assets** - Put common assets in `Content/Assets/Shared/`
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