Files
BT411/scratchpad/night7/armor_ab.sh
T
Joe DiPrima 137c151951 #87: mech armour PANELS now darken with damage -- the .DZM material system was loaded and unused
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
2026-07-31 19:52:55 -05:00

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