#91 thor black rectangle: it's the OWN missile pod -- blakskn now material-keyed

Three testers reported a black rectangle swaying with the footsteps in the
thor cockpit (Summoner = the thr1 label, same THX canopy -- no isolation).
Decode: the inside view is a PER-MECH AUTHORED type-A set, not the cop
alone (no fallback in EntitySegment::GetVideoObjectName -- authored data):
madcat/vulture/bhk1 = cop; sunder/loki/avatar = +tor; thor = +tor +MSL
(the shoulder pod, the reported rectangle); owens = +both legs +tshd.
The pod/leg pilot-facing surfaces use the SAME "<pfx>skin:blakskn_dz_*"
interior-structure material as the canopy frame, but the unlit frame
constant was keyed on the _cop FILENAME -- identical material rendered
(0.13,0.12,0.15) on the canopy and pure (0,0,0) on the pod/legs
([matlog]: owx_cop blakskn vcol=FF211F26 vs owx_lule vcol=FF000000).

Fix (bgfload.cpp): the frame-constant treatment keys on meshIsCop OR
material contains "skin:blakskn_dz_". mechfx:blakskn_mtl (tshd shadow
quads) deliberately excluded. Verified: zero pure-black px in the lower
view band across walk captures, the pod plate renders frame-toned and
blends with the bar at rest (the reported anomaly dissolves), owens legs
read as coherent structure, canopy/terrain un-regressed.

Diags added: BT_MAT_LOG=<stem> per-batch material routing dump (bgfload),
BT_HIDE_INSIDE_SEG=<substr> inside-mesh hide (btl4vid), [view] per-segment
inside-roster names. KB: cockpit-view.md exactly-one claim corrected +
the #91 section; bench scratchpad/night11/thorrect.sh.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Joe DiPrima
2026-08-04 12:43:36 -05:00
co-authored by Claude Fable 5
parent dcd8583449
commit 6180a44c64
3 changed files with 93 additions and 3 deletions
+38 -2
View File
@@ -17,8 +17,17 @@ Verified in-game on all 8 mechs (Thor vs gameplay footage). [T2]
- One per mech (12: AVX BLX FIX JAX LOX MAX OWX RAX SNX STX THX VUX; model→skeleton table in
BTL4.RES @~3232850: `madcat=mad`, `blkhawk=blh`, … — the INSIDE skeleton is the X-variant, so
Madcat = `MAX_COP`). It is the torso segment's SkeletonType_A mesh; the inside view loads
EXACTLY ONE segment mesh (the `_cop`) — 25 others hidden. [T2]
Madcat = `MAX_COP`). It is the torso segment's SkeletonType_A mesh. [T2]
- **The inside view is a PER-MECH AUTHORED SET, not the cop alone** (#91 decode, 2026-08-04;
the earlier "EXACTLY ONE segment mesh" claim was madcat-derived and over-generalized —
corrected [T1: no type-A fallback in `EntitySegment::GetVideoObjectName`, SEGMENT.cpp:97 —
a segment renders inside ONLY if the resource authors a type-A name; T2: live `[view]`
roster logs]). Authored type-A rosters: **madcat / vulture / bhk1 = cop only; sunder /
loki / avatar = cop + `<pfx>_tor` torso piece; thor = cop + `thx_tor` + `thx_msl` (the
shoulder LRM pod!); owens = cop + BOTH complete legs (`owx_{l,r}{ule,dle,bto,fto}`) +
`own_tshd`** — the Owens pilot saw their own legs walking; the Thor pilot saw their
missile pod edge bob at the lower frame. `BT_HIDE_INSIDE_SEG=<substr>` hides a non-cop
type-A mesh by name (diag, btl4vid.cpp ApplyViewSkeleton).
- Material: `<pfx>skin:blakskn_dz_{u,r,l}torso_mtl` — DIFFUSE/AMBIENT (0,0,0) + RAMP_REF
`softer`, **NO texture** (BLXSKIN.BMF is 238 bytes total; byte-verified). The 56 nonzero-UV
verts in BLX_COP sample nothing (planar-projection authoring leftover). [T1]
@@ -230,6 +239,33 @@ the shell green), `BT_COP_DUMP` (per-batch punch/bbox), `BT_EYE_FWD=<f>` (eye po
- Feeds: [[gauges-hud]] (the HUD overlays this view) · [[subsystems]] (gyro, task #56)
- Gotchas: [[reconstruction-gotchas]] §14 (LookAt axis guess), §15 (per-patch edge counting)
## The #91 "black rectangle" (thor) — own-body inside meshes + the blakskn rule [T2]
Three testers (Oracle + RajelAran night 7; Ronin 2026-08-03: "moves diagonally 10→4 with the
footsteps, at rest sits ON the lower frame bar, right side, half-in") reported a black
rectangle in the Thor cockpit. Decoded 2026-08-04:
- The rectangle is the **thor's own `thx_msl` missile-pod mount plate** — authored, authentic
own-body geometry (see the roster above; "Summoner" = the `thr1` FE label, same THX canopy,
so the cross-reference isolated nothing). It rides the walk-animated shoulder while the eye
rides the gyro springs → the diagonal footstep-rhythm sway. Pixel-tracked across walk
captures: ~29px wide, x/y oscillating together along the 10↔4 axis, bottom center-right,
alternating with the gait [T2, scratchpad/night11/thorrect.sh].
- **What WAS wrong:** the pilot-facing surfaces of these own-body meshes are authored with the
same `<pfx>skin:blakskn_dz_*` interior-structure material as the canopy frame (texture-less,
black diffuse, `softer` ramp lo 0.25 → hi 0.99), but the unlit frame-constant treatment was
keyed on the `_cop` FILENAME — so the identical material rendered (0.13,0.12,0.15) on the
canopy and PURE (0,0,0) on the pod/legs (`[matlog]`-verified: owx_cop blakskn vcol=FF211F26
vs owx_lule blakskn vcol=FF000000). Fixed in bgfload.cpp: the constant now keys on
`meshIsCop || material contains "skin:blakskn_dz_"`. `mechfx:blakskn_mtl` (tshd shadow
quads) deliberately does NOT match. Verified: zero pure-black pixels in the lower view band
post-fix, tab renders in the frame tone and blends with the bar at rest; owens legs read as
coherent dark structure; canopy/terrain un-regressed. The textured pod/leg batches
(THX/GEN/OWEN.BSL pages — bright, mean texel 0.55-0.74) face outboard and were never the
visible surfaces.
- Diags from the dig: `BT_MAT_LOG=<mesh-stem substr>` (bgfload per-batch material routing:
resolved colour/texture/ramp/vcol), `BT_HIDE_INSIDE_SEG=<substr>`, `[view]` per-segment
inside-roster log. The `softer` ramp resolves lo=(0.25,0.25,0.25) hi=(0.99,0.99,0.99) [T1].
## Torso-elevation aim -> EYE PITCH (fixed 2026-07-19) [T2, pixel-calibrated]
User+tester report "pitch does not work": the Torso sim integrated R/F (stick-Y)
into `currentElevation` (authored limits/rates) but NOTHING consumed it — the