# DG's interior and exterior polish

2026-10-30. This pass develops the existing approved, photo-led DG's setting around the upgraded weapon and survivors. It preserves the facade/awning/sign/planter silhouette and the stage/bar/lounge arrangement. It is an interpreted game environment, not a survey or a claim of Call of Duty production parity.

## What changed

- Outside: scanned asphalt and weathered concrete surfaces at metre-based UV scale; worn parking paint; restrained rainwater patches; jointed facade and foundation; fascia caps and flood fixtures; canopy seams, rail uprights and door framing; planter masonry and individual hedge leaves; drains, wheel stops, downpipes and roadside curb; low neighborhood buildings, roof equipment, trees and utility lines frame the horizon. The flat sky gradient now includes original procedural cloud layers. Entrance lighting is balanced so the door surfaces and signs remain readable.
- Inside: textured carpet and leather, stitched booth backs, rounded cushions/counter edges, wood-grain stage and tabletops, bar inset panels and brass trim, vent louvres/duct collars/hangers/cable trays, skirting and picture rails. A central DG's medallion and abandoned wings tray provide venue detail.
- Two one-time 128-pixel scene reflection captures supply separate indoor and outdoor material reflections. The gun's existing reflection setup and survivor skin shaders remain their own. Furniture contact shading and one 1024-square shadowed lounge spotlight ground the room; no point-light cube shadows were added.

## Sources and production choice

The established exterior photo references and DG's promo-video-led mockups were reviewed before implementation. The two generated concept images remain explicitly labeled concept art in the review page. Their pixels are not environment textures. No new LiDAR tile was acquired or used: the current bounded venue/lot needs surface and eye-level detail more than new regional terrain. The surrounding street remains an interpretation, not a geographically surveyed reconstruction.

Three freely downloadable 1K material sets from Poly Haven were selected and their live [CC0 license](https://polyhaven.com/license) verified: [Asphalt 02](https://polyhaven.com/a/asphalt_02), [Concrete Wall 007](https://polyhaven.com/a/concrete_wall_007), and [Wood Floor Deck](https://polyhaven.com/a/wood_floor_deck). Nine base-colour, OpenGL-normal and roughness images total 6,585,838 bytes. Original source URLs, sizes and SHA256 hashes are in [the asset manifest](../assets/environment/manifest.json). The asphalt's 3 m and concrete's 2.2 m scales are documented by the source; wood/upholstery scale and lighting are authored art choices, not reference-game measurements.

Ranked approach: (1) scanned surface maps plus the existing native kit, chosen for browser size and precise fit; (2) original code-authored trim and shared repeated detail, chosen for reproducibility and collision preservation; (3) LiDAR/new generated building assets, deferred because they do not address the dominant surface defects and would require a separate alignment/cleanup phase. No paid generation, paid asset purchase, new software or third-party environment code was used. No Call of Duty content was extracted.

## Verification

- 15 geometry/material checks: all **29 gameplay collision boxes exactly match** the authoritative multiplayer map; entrance traversal, blocked facade, floor elevation and door pivots remain intact. Projectile interception, source hashes, texture color spaces, non-metal surface roles, actual 3 m road UV scale and finite instance bounds pass.
- 68 in-game browser checks pass, including loaded 1024-square maps, distinct reflection captures, the detailed gun, selected survivor arms, all four zombie reactions and doorway navigation. No JavaScript errors observed.
- 49 client/server, combat, handling, locomotion and weapon-motion tests pass. Thirteen HTTP checks with four independent local sessions pass against the production Worker code and local SQLite.
- Matched before/after exterior and interior captures plus the street approach and bar detail were visually reviewed using the actual game renderer. These are labeled paused inspection views, not a full mission playthrough.

[Model and collision report](../evidence/environment-model-checks.json) / [browser report](../evidence/environment-browser-checks.json) / [logic tests](../evidence/environment-tests.tap).

The final environment contains **260,592 triangles including instances, 75 mesh batches and 1,758 instances**. Repeated glow materials are shared so identical fixtures merge; foliage, masonry and furniture contact shading stay instanced. Static batches distinguish interior/exterior and shadow roles. These are asset counts, not an FPS claim or total frame draw-call count.

## Limits

The reflection captures are static approximations, not live planar mirrors or ray tracing. Low-detail distant buildings and small original props remain. No new room, geographic expansion, mission, weapon balance, character model, multiplayer rule or collision obstacle was added. Four-human Internet play, a complete mission playthrough and performance on other hardware remain unverified.

Applied Environment Artist, Three.js Materials & Lighting and the Game Dev Playbook. The local playbook lesson/ledger were updated; the installed skill has no Git metadata, so no upstream push is claimed.
