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(extensions.decompile) Include TriColl meshes when decompiling Titanfall Engine maps #168

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snake-biscuits opened this issue Feb 6, 2024 · 3 comments
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enhancement New feature or request Titanfall Engine Applies to all Titanfall Engine branch scripts

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@snake-biscuits
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Now possible thanks to the extensions.geometry refactor & utils.physics:

The Plan

Once all CMBrushes are converted, grab TriCollHeaders
Use bounds & TextureData index to match rendered meshes to TriColl
misc_model gets broken down differently between the 2 systems

We might should be able to match Meshes against CM_Primitives based on bounds
Maybe some function w/ MeshBounds & Physics.AABB

@snake-biscuits snake-biscuits added the Titanfall Engine Applies to all Titanfall Engine branch scripts label Feb 6, 2024
@snake-biscuits snake-biscuits self-assigned this Feb 6, 2024
@snake-biscuits
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TODO: copy the sp_training tree test run from discord

@snake-biscuits
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Need functions for matching geometry.Polygon against TricollTriangle
Set of indexed VERTICES would be faster

Would be interesting to know how winding directions compare

@snake-biscuits snake-biscuits added the enhancement New feature or request label Feb 6, 2024
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While digging around in sp_training I noticed a lot of _bm material TriColl tiles w/ 81 vertices & 128 triangles
Pretty clearly displacements, no sign of the origin brushes though (makes sense, they have no collision

Would be neat to decompile these into a .vmf, but idk how to automate that
Could make make an interactive decompiler where I can inspect and tag tricoll as displacements
sp_training has a nice grid of grass tiles, but other maps might not be so nice.

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Labels
enhancement New feature or request Titanfall Engine Applies to all Titanfall Engine branch scripts
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