Players: "the actual enemy mech in external view is not showing darkened armor panels". We swapped destroyed LIMB meshes but never darkened a panel. The 1995 game darkens armour through the MATERIALS. MakeMechRenderables (FUN_004cef28) built, per (damage zone, material), a watcher FUN_004573e4(material, &zone->damageLevel, 0.1f) that snapshotted the materials
30 lines
1.1 KiB
Bash
30 lines
1.1 KiB
Bash
#!/usr/bin/env bash
|
|
# #87 PIXEL A/B: render the SAME standing scene twice -- every armour zone pinned
|
|
# to level 0 (pristine) and level 1 (fully damaged) via BT_ARMOR_FORCE -- so the
|
|
# only difference between the two frame sets is the darkening itself. No damage,
|
|
# no smoke, no motion, no death to confound the comparison.
|
|
set -x
|
|
. /c/git/bt411/scratchpad/night6/bench_common.sh
|
|
cd /c/git/bt411/content || exit 1
|
|
taskkill //F //IM btl4.exe > /dev/null 2>&1
|
|
sleep 2
|
|
sed "s/^map=.*/map=grass/; s/^time=.*/time=day/" MP.EGG > ARMOR.EGG
|
|
|
|
run () { # run <level> <prefix>
|
|
taskkill //F //IM btl4.exe > /dev/null 2>&1; sleep 2
|
|
rm -f ${2}_*.png
|
|
( bt_player_env
|
|
unset BT_START_INSIDE # presence-only gate -- external view
|
|
export BT_LOG=armor_ab_$2.log BT_AFFINITY=0x03
|
|
export BT_ARMOR_FORCE=$1 BT_ARMOR_LOG=1
|
|
export BT_SHOT_EVERY=400 BT_SHOT_PREFIX=$2
|
|
"$BT_EXE" -egg ARMOR.EGG & )
|
|
sleep 45
|
|
taskkill //F //IM btl4.exe > /dev/null 2>&1
|
|
sleep 2
|
|
}
|
|
|
|
run 0.0 abpristine
|
|
run 1.0 abdamaged
|
|
ls abpristine_*.png abdamaged_*.png 2>/dev/null | head
|