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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
The text was updated successfully, but these errors were encountered:
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.
Now possible thanks to the
extensions.geometry
refactor &utils.physics
:utils
submodule to pull tools out ofbranches
#162The Plan
Once all
CMBrushes
are converted, grabTriCollHeaders
Use bounds &
TextureData
index to match rendered meshes toTriColl
misc_model
gets broken down differently between the 2 systemsWe might should be able to match
Meshes
againstCM_Primitives
based on boundsMaybe some function w/
MeshBounds
&Physics.AABB
The text was updated successfully, but these errors were encountered: