2V2-e.2: Godot consumer of the 3D draw commands, offline screenshot
python_3d_surface.gd turns RenderGame's recorded draws into meshes under a camera read back from SetPerspective; textures come from the 40250 packs. GetFarClip and the CMapManager ctor ported verbatim. Until the environment is ported, lit draws with no light/ambient are shown unshaded (stand-in). script/python_game_render_test.sh runs system.py login -> select -> game against port_fake_login_server (or --live via MT_LIVE_*) and screenshots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
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5bfa13c5cc
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1fe8a4b643
@@ -37,6 +37,19 @@ static func load_tex(assets_root: String, vpath: String) -> Texture2D:
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_cache[key] = tex
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return tex
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# 只从 40250 Client/pack(Metin2Pack)取,不看 assets/ 散文件:移植的客户端从包里读模型,
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# 贴图也必须是同一份(assets/ 里同名的 fork 贴图 UV 布局可能不同)。
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static func load_pack_tex(vpath: String) -> Texture2D:
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if vpath == "":
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return null
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var key := "pack|" + vpath
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if _cache.has(key):
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return _cache[key]
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# 40250 的包名带盘符(d:/ymir work/...),原样交给 CEterPackManager。
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var tex: Texture2D = _load_pack_image(vpath.replace("\\", "/"))
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_cache[key] = tex
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return tex
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static func _strip_drive(p: String) -> String:
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var s := p.replace("\\", "/")
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if s.length() >= 2 and s[1] == ":":
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