Resolve authored world skies, sun gradients and location directions

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chazmm committed 2026-09-08 15:25:59 +01:00
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@@ -18,10 +18,19 @@ Implemented:
colour and depth passes. Foliage is two-sided.
- Lightmaps remain bilinear, clamped and fixed at mip zero. Repeating world
textures have mipmaps.
- The three major districts use their actual sky geometry and diffuse texture
from `miscload.big`. Texture selection follows material GUIDs through the
RX2 reference table. Sky X/Z follow the camera; Y uses the reference's
documented 165-metre default.
- All ten installed worlds resolve sky geometry/texture paths through their
authored `world` collection inheritance. The parks inherit the default
panorama; Downtown and Industrial override it. Sky X/Z follow the camera;
Y comes from the selected `render_locations` chain, not camera height.
- The sky uses its material's diffuse and specular GUID bindings. The latter
is the 512x16 radial sun gradient: sine-angle lookup, squared RGB divided
by saturated alpha + 0.01, then the material multiplier and scene exposure.
`material_sky/default.m_params[0]` supplies scale 0.75 and multiplier 0.35;
these are decoded inputs, not constants copied from one frame. This follows
`scene.hlsl`'s sky branch and `skate3_native_scene.cpp`'s sky-bank layout.
- The selected render location supplies the normalized sun vector used by
the sky and existing world tangent-sign terms. This adds no directional
light energy or shadow map to imported worlds.
The converter reads scalar material channels at record offset 0x10.
Earlier exports incorrectly read their string pointer and saved empty strings.
@@ -29,19 +38,77 @@ Reconvert maps to obtain those constants and complete reflection cubes.
Old packages still load; missing constants disable the relevant layer and
single-face environment textures are not treated as cubes.
The VLT converter now adds `array` to array fields, retaining the existing
`type` and `data` unchanged. `array.items` contains complete big-endian element
hex strings without padding; `capacity`, `element_size` and `alignment`
describe the source layout. Text arrays additionally retain decoded
`text_items` before the binary bank is discarded. The layout follows
VaultLib's `VLTArrayType`: four big-endian u16 header lanes followed by
individually aligned elements. Alignment in the schema is a base-two exponent.
Skies can be refreshed independently of map/character conversion:
```text
python -m tools.asset_pipeline.sky --game-root OWNED_EXTRACTED_GAME --assets PRIVATE_ASSET_ROOT
```
Use a private staging asset directory for experiments. This reads only the
database pair and sky resources; it does not require an ISO or Blender.
Legacy sky metadata retains its previous multiplier and has no sun gradient.
## Treeline investigation
The missing forest in the supplied University / Super Ultra Mega Park
comparison is not resolved by this change. The camera-relative
`WorldPresEntityOptimesh` anchor from `sub_82792900` is consistent with the sky
placement above, but the decoded University panorama has mountains and city
scenery, not a dense forest layer. Its RX2 contains one 380-triangle dome.
The separate `DIST_MegaPark` archive contains 102 mesh parts and no tree mesh;
it is not a source for additional trees at University's park.
The main University export retains 479 model assets, 8,546 mesh parts and 86
named TreeWall parts. Those named walls are outside the immediate park area;
their absence at that location does not prove geometry is missing. Nearby
proxy geometry demonstrably overlaps the main trees: in cell 350/-750,
451 of 456 proxy long-tree triangles match triangles in the 912-triangle
main tree after quantization to one millimetre, independent of winding.
The five nonmatching triangles are not evidence for an extra forest.
The main tree's diffuse and transparent channels resolve the same DXT5
texture, with nonconstant alpha, and its baked lightmap is retained. The
renderer already uses the retail cutoff in colour/depth and two-sided foliage.
No proxy geometry has been added. `skate3_draw_distance.cpp` documents the
ProxyWorld/full-detail exchange; rendering both whole sets is not a valid
fix. Identifying the specific missing silhouette now requires matched-camera
reference evidence connecting it to a submitted mesh/material or a streaming
collection. The two supplied images have different viewpoints. Native mip
selection and regional/streaming state also remain unverified.
## Remaining differences
This is not a claim of pixel parity. Native frame constants are supplied by
game hooks in the reference; this engine does not yet recover that controller.
Exposure 2.5, material multiplier 1, and tree/proxy values use documented
day-capture defaults. Imported maps have no dynamic directional sun or realtime
Scene exposure 2.5, world material multiplier 1, and tree/proxy values still use
documented day-capture defaults. Imported maps have no dynamic directional sun or realtime
sun shadows: their world lighting comes from the baked lightmaps. Normal-map
sign terms retain the adapter's fixed direction until native frame data is
available; this adds no light energy or shadow map. The fog inputs
are wired into the shader but remain disabled without authored frame rows.
sign terms use the initial world's authored direction when new sky metadata
is available; old packages retain the previous direction. Regional changes
and the runtime environment controller are not implemented. Fog selection
and its authored near/far/colour/power/max are retained in sky metadata, but
the CPU transformation to native frame rows is not yet proven, so shader fog
remains disabled. The selected `material_fog/default` must not be confused
with the different `fog_default` collection.
Sky sun-gradient shading, park sky selection, native water, character shaders,
SSAO, SSR, bloom and volumetric lighting are not yet ported. The character and
Native water, character shaders, SSAO, SSR, bloom and volumetric lighting are
not yet ported. The water arrays are recoverable now, but flowing-water
normal/tangent unpacking, ocean PCA input bindings and the separate horizon
water resource still need their own adapters. Character parity needs the
native CAC-composed texture/mask inputs plus verified key/rim/specular and
nine SH rows; portable GLB materials do not retain that contract. Reference
post effects need their depth/normal/reflection inputs and native pass ordering;
volumetric sun visibility also conflicts with the currently disabled world
sun-shadow source. These gaps are not enabled using guessed settings.
The character and
unsupported world families still use Bevy materials beneath the shared tone
curve. Reflection normals use the reference's analytic world-up construction;
there has been no matched-camera pixel comparison against the recomp.