ralpha-assets/Ralpha/Content/Maps/Locations/README.md

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