Asked Amos in Northstar Discord about how they get physics models for generating R5R navmeshes
They pointed me to these sections of RSX:
src/game/rtech/assets/model.cpp:1933-1991
template <typename mstudiocollmodel_t, typename mstudiocollheader_t>
static bool ExportPhysicsModelBVH(const ModelAsset* const modelAsset, std::filesystem::path& exportPath)
{
src/game/rtech/assets/model.cpp:2144
case eModelExportSetting::MODEL_STL_RESPAWN_PHYSICS:
{
// [amos]: the high detail bvh4 mesh seems encased in a mesh that is
// more or less identical to the vphysics one. The polygon winding
// order of the vphysics replica is however always inverted.
if (modelAsset->version >= eMDLVersion::VERSION_12_1)
return ExportPhysicsModelBVH<r5::mstudiocollmodel_v8_t, r5::mstudiocollheader_v12_t>(modelAsset, exportPath);
else
return ExportPhysicsModelBVH<r5::mstudiocollmodel_v8_t, r5::mstudiocollheader_v8_t>(modelAsset, exportPath);
}
they also gave me some notes on which lumps to pull vertex data
as well as positions being relative to MODELS origins
*coll trigger brush collision also came up
.rmdl uses the same BVH system as .bsps in r5
initially we thought this was how r2 physics work
since a respawn GDC talk on physics attributed the tech to r2
looks like some BVH node types are .bsp exclusive
better understanding of BVH would be massively beneficial to MRVN-Radiant
Asked Amos in Northstar Discord about how they get physics models for generating R5R navmeshes
They pointed me to these sections of
RSX:src/game/rtech/assets/model.cpp:1933-1991src/game/rtech/assets/model.cpp:2144they also gave me some notes on which lumps to pull vertex data
as well as positions being relative to
MODELSorigins*colltrigger brush collision also came up.rmdluses the same BVH system as.bsps in r5initially we thought this was how r2 physics work
since a respawn GDC talk on physics attributed the tech to r2
looks like some BVH node types are
.bspexclusivebetter understanding of BVH would be massively beneficial to MRVN-Radiant