Been working on v0.9.1 on and off over the last few months and I'm gearing up for a release again, so here are a few updates...
The .col import code used to output all the geometry at every node in the entire tree, resulting in a massive polygon soup.
With this update, non-hull geometry is now discarded and I've come up with a recipe to help cleanup the geometry to resemble something closer to it's source.
It's not perfect, the BSP cutting process is one-way after all, so you'll still find holes and overlapping faces here and there. Luckily, the plugin can at least get things to a human readable and configurable state.
Backend management has improved significantly with cached calls to resources, improving performance and preventing duplicates. Now when you load a map or model, most if not all images, image texture nodes and material slots will be neatly sorted and linked. No more massive chains of ".001, .002, .003" duplicates and some issues with negative material indexes have been resolved as well.
GunZ 1 lightmaps will not only receive support, but also quality improvements! DeffJay and I are cooking up a client patch to fix lightmap bugs and add support for DXT compression. I've already been using Blender to bake and export high quality lightmaps as large as 8k and hope to provide integration support for any private server wishing to make the upgrade.
Last but not least, I'm proud to announce that GunZ 2 scene hierarchies can now be fully traversed and loaded. With time we'll be able to open retail .mrf files and access all the content from the latest version of the game, but for now, a nearly complete version of Mansion 2 is accessible from the Changzu leak, including geometry, textures, materials, lights and more!