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pipeline_max_coverage
title: pipeline_max coverage vs the build_gamedata Max export surface description: Gap analysis of the headless .max exporters against every Max-side export build_gamedata needs, with sized work packages for follow-up sessions published: true date: 2026-07-08T00:00:00.000Z tags: editor: markdown dateCreated: 2026-07-08T00:00:00.000Z
Written 2026-07-08 (authoring session), as the pick-up map for the next few implementation sessions. Read pipeline_max_design FIRST — especially §12 (rules for the implementing session) — and the per-format sections referenced below. The goal state: build_gamedata's 1_export.py steps can run the headless pipeline_max_* tools instead of 3ds Max, for every asset type, with corpus-proven fidelity.
nel/tools/build_gamedata/processes/*/1_export.py + their maxscript/*.ms scripts. Every Max-side export goes through one of these NelExport* MAXScript entry points (implemented in nel/tools/3d/plugin_max/nel_export/nel_export_script.cpp → nel_mesh_lib/): NelExportShapeEx, NelExportAnimation (used by BOTH the anim and shape processes), NelExportSkeleton, NelExportSkeletonWeight, NelExportInstanceGroup (ig + ligo), NelExportCollision (rbank + ligo), NelExportPACSPrimitives, NelExportVegetable, NelExportLodCharacter, plus ExportRykolZone (zone) and LigoExportZone (ligo). The ps process is a plain file copy (no Max involvement) despite its log line. Everything else under processes/ (rbank build, ig_light, zone_light, banks, maps, sheets, …) is post-export C++ tooling that already runs headless.
Reference outputs live in ~/pipeline_export (continents/ecosystems/common trees, mirroring the workspace config under ~/ryzomcore_leveldesign/workspace); sources in ~/ryzomcore_graphics.
| Entry point | Process(es) | Output | Refs in ~/pipeline_export | Headless tool | Status |
|---|---|---|---|---|---|
| ExportRykolZone | zone | .zone | 6306 (incl. ligo) | pipeline_max_export_zone | GREEN — corpus 1068 exact + 130 x87-tier + 3 budget (§10h) |
| LigoExportZone | ligo | .zone/.ligozone bricks | (in above) | pipeline_max_export_zone --ligo | GREEN — .ligozone 100% byte-identical; .zone same tiers as ExportRykolZone above (§10h) |
| NelExportSkeleton | skel | .skel | 203 | pipeline_max_export_skel | GREEN — legacy 99.4% drot, era classes documented (§10, §10e) |
| NelExportSkeletonWeight | swt | .swt | 1 (+ corpus) | pipeline_max_export_swt | GREEN (§10f) |
| NelExportInstanceGroup (standalone ig) | ig | .ig | 54 direct (→ 18497 final, downstream via land_exporter, out of scope) | pipeline_max_export_ig |
GREEN — T1/T2 116/116; 54/54 direct-ref field-exact under uninit-mask (--max-direct-diff budget retired to 0, gate strict); processed-tier 40/40 match. 0 truly byte-identical remains a legitimate tolerance class (reference exporter's SunContribution/Light[]/STL-light-tie-order uninit heap). §10w closed the last open diff via the Edit Mesh 0x0130 created-verts decode |
| NelExportInstanceGroup (ligo bricks) | ligo | .ig | 537 direct | pipeline_max_export_ig --ligo |
MOSTLY (near green) — T1/T2 1201/1201; 529/537 (98.5%) match under uninit-mask (71 byte-identical + 458 uninit-only under x64/SSE; under VS2008/x87 shifts to 130 byte-identical + 399 uninit-only — same 8 open, x87 codegen zeros the uninit heap x64 leaves random). 8 open, budgeted DIFF_BUDGET=8 (§10w, was 89 → 28 → 8 in one session): ~5–6 PS-instance clusterize AABBox borderline containment (extra cluster links on rotated FX bboxes, LOW real-content risk — extra links harden culling rather than drop content) + 2–3 unclassified singleton files (taverne palme_type_C3 Scale ≈3e-5, jungle-2 ju_water_jungle_coude Pos ≈15cm, brandon fortress_int_03/04 Clusters + one Scale) |
| NelExportAnimation | anim, shape | .anim | 9146 | pipeline_max_export_anim | MOSTLY — non-biped byte-identical; biped structural-exact, in-between IK bounded (median 0.069, §10r); gaps: texture-matrix material anims (waterfalls), biped exactness (§10s) |
| NelExportShapeEx | shape | .shape | 11251 | pipeline_max_export_shape | PARTIAL — M1 plain-CMesh path only (704 float-eq + 989 lightmap-bucketed + 383 differ, §10i); skinned/MRM, MultiLod/coarse, water NOT attempted |
| NelExportCollision | rbank, ligo | .cmb | 445 (16 genuine direct; the rest are a downstream non-Max copy, out of scope) | pipeline_max_export_cmb |
MOSTLY — direct tier (the gated corpus): 16/16 files export, 10/16 igs exact + 3/16 x87-tier + 2/16 Edit-Mesh-created-geometry gap + 1/16 unresolved offset (§10v). Ligo tier (informational, ungated): 6/1201 files produce zero output (every collision node in the file is an unresolved XRefObject, or the file's only group fails outright for the same reason) — a real gap, not a diff-tier nuance; 22 more of the 48 exported igs differ, root cause unexplored |
| NelExportPACSPrimitives | pacs_prim | .pacs_prim | 493 | pipeline_max_export_pacs_prim | GREEN — 493/493 byte-identical (§10v) |
| NelExportVegetable | veget | .veget | 126 | — | MISSING |
| NelExportLodCharacter | clodbank | .clod | 105 | — | MISSING |
Cross-cutting infrastructure that is DONE and reusable: the storage/scene layer with full T1/T2 byte-identity over every corpus (max files parse→build byte-identical), the OLE backend (§2a), the VS2008/Wine x87 reference build (§2b), Edit Mesh / Editable Poly / Edit Patch geometry decode (ig/zone/shape sessions), materials + ParamBlock2 (§10j), the biped system incl. typed keytrack editing (§10t/§10u), AppData flag reading, and the corpus-test harness patterns (*_corpus.py, fork-per-file, tolerance tiers).
.pacs_prim and .cmb landed 2026-07-08 (§10v) — .veget and .clod close the rest of the SURFACE.
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DONE, mostly (§10v) —.cmb— NelExportCollisionpipeline_max_export_cmb. Open follow-ups: XRef collision-node resolution (--ligomode), Edit Mesh created-face topology decode, one unresolved direct-tier vertex-offset file, triage the 22 ligo-tier diffs. -
DONE (§10v) —.pacs_prim— NelExportPACSPrimitivespipeline_max_export_pacs_prim, 493/493 byte-identical. -
.veget— NelExportVegetable (126 refs; 817 veget-related source .max). Serializer:NL3D::CVegetableShape(nel/3d/vegetable_shape.h) — mesh + bend-weight painting (vertex colors/UV1?) + appdata params (bend mode, freq…). Reference impl:nel_mesh_lib/export_vegetable.cpp(buildVegetableShape). Plain-mesh scale; the vertex-paint channel decode is the only likely new ground. -
.clod— NelExportLodCharacter (105 refs; 111*_lod.maxsources understuff/lod_actors/). Serializer:NL3D::CLodCharacterShapeBuild(nel/3d/lod_character_shape.h) — positions, tris, UVs, normals + per-vertex skin weights to a bone-name table. Reference impl:nel_mesh_lib/export_lod_character.cpp. NOTE: this needs the SKIN modifier decode (bone weights) — the same decode the shape-MRM work needs; whichever session lands first should put the skin-weight reader inpipeline_max_export_commonfor the other to reuse. (The .swt exporter already reads skeleton-weight data — check what it shares before writing anything new.)
NelExportShapeEx beyond plain CMesh, in rough dependency order:
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Skinned + MRM meshes (
CMeshMRM) — characters, fauna; the bulk of the 11251 refs. Two halves: (a) the SKIN decode (Physique/Skin modifier chunks → per-vertex bone weights; corpus era is Physique — decode lives innel_mesh_lib/export_skinning.cppfor reference) and (b) the MRM build (NL3D::CMRMBuilder) — deterministic NeL code; link the CURRENT NeL builder like anim/shape M1 already link NeL, then measure the 2004-vs-now divergence per file and bucket tolerance tiers exactly like §10h/§10i did (expect an era tier; the VS2008 build is the instrument if it matters). -
CMeshMultiLod / coarse meshes — the
shape_with_coarse_mesh*reference dirs exist in~/pipeline_export/common; the coarse-mesh texture step is part of the shape process. -
Water shapes (
CWaterShape) — few files, self-contained (see the existingnel/3d/water_*docs and the waterfall/texture-matrix notes). -
Shape-process animations —
shape_export.msALSO callsNelExportAnimationfor animated materials: the waterfall texture-matrix gap (seewaterfall-texmat-animfinding:bExportTextureMatrix+ StdUVGen U/V Offset controllers; ref anims in~/core4_data/*_shapes/waterfall*.anim). This is a small, well-scoped export_anim extension and can ride along with any session.
The biped §10s experiment list (arm-pin space decode, in-plant foot rotation probe, turn-rule probe, blend-ramp weighting, PODA leads (6)–(8) in poda_1985_notes) — pick up only when biped exactness becomes the priority; the export is already structurally exact with bounded in-between error.
Standalone (§10g) is GREEN as of §10w (2026-07-08): budget retired to 0, 54/54 direct-ref field-exact under uninit-mask. Ligo (§10g-bis) is MOSTLY near-green with 8 open diffs (DIFF_BUDGET=8, down from 89 → 28 → 8 in one session); the two large open classes that occupied this section (cluster-containment defect + selection-order divergence) both closed via §10w. The remaining 8 are documented as a punch list for the next session — small and mostly precision-tier, not structural. Historical §10g/§10g-bis budgets and their un-root-caused states are kept in the design doc; this section is now the current open list.
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Cluster-membership / vertex-in-volume containment.CLOSED §10w — the shared defect that surfaced as the standalone'sTR_hall_reu_vitrinediff AND ~65 of the ligo path's 89 was the Edit Mesh 0x0130 created-verts chunk never being read (16-byte srcTag+Point3, mis-decoded as0x0210in the §10g decode note); any node whose base mesh got fully deleted and rebuilt in Edit Mesh evaluated to an empty world mesh, missing all cluster containment. Both cases green after the fix. Thegen_decors_probe.msMax 9 dump the user contributed (~/decors_probe/manifest.txt) also refuted the earlier "Mirror plane two stories down" hypothesis — the mirroroffset=-24.9164,axis=Z,gizmo tz=1.78produce exactly our current world-Z range. -
Ligo selection-order divergence.CLOSED §10w — closed by two orthogonal fixes: (a) depth-first scene-tree walk for the per-category iteration (buildTreeOrderfromssc->scene()->rootNode(), matches MaxScript's$geometry/$lights/$helpers), which closed the sibling-parent-interleave cases (desertnb01..nb05etc.); (b) the ligo XRef pre-pass now filters exactly like the maxscript — single-step source resolution (resolveXRefObject()recurses, so peel one step and stop atnode->getReference(1)), reject nested-XRef sources, gate on{Geom, Helper, Light}superclass — which closed the 23 village-bundle-file class (fy_module_village_nb_01..05,zo_imm_village_nb_01..05,tr_village_nb_01..05, jungleforet-18..21_village_a..d, etc.). Kaetemi's Max 9gen_ig_selorder_probe.msrun pinned the maxscript rule that made the fix possible. -
Byte-identity backlog. Under x64/SSE the standalone remains 0/54 truly byte-identical — the reference exporter's
SunContribution/Light[]uninit-heap + STL-light-tie-order class is a legitimate tolerance not a bug; ligo is 71/537. Under VS2008/x87 the same code produces 130/537 byte-identical (59 files gain full byte-identity, x87 codegen zeros the uninit heap x64 leaves random). Standalone doesn't shift because its uninit fields are per-instance (every ig has some), whereas ligo has many small igs where the uninit fields don't get exercised. Byte-identity is a stretch goal, not the gating bar (matches the zone/skel precedents). -
Remaining 8 ligo diffs (the current open list).
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~5-6 files, PS-instance clusterize AABBox borderline containment(fy_sheriffinst 23/26,fy_warschoolinst 48/49/79,streetinst 103/113/117,oasis_kami_auberge,ma_serre_village_a): thepss->getAABBox()corners re-boxed in world space (viaCAABBox::transformAABBox— the reference plugin's own behavior, corpus-validated) land withinCLUSTERPRECISION = 5mmof a cluster plane on rotated FX-instance bboxes; ours attach the PS to 2/3 clusters where reference attaches to 1/2. Confirmed VS2008/x87 build produces the SAME diffs → this isn't x87 codegen precision, it's a genuine borderline case. LOW real-content risk (extra links harden visibility culling rather than drop content), acceptable tolerance-tier candidate. Would need a Max-side dump of the shape'sgetAABBox()bytes to fully pin whether the reference used a smaller/different bbox or the CLUSTERPRECISION test itself. -
3 singleton unclassified files:taverne.iginst 53palme_type_C3_taverneScale ≈3e-5 (may be a tighter epsilon needed on Scale — same magnitude class as the standalone POS_EPS);jungle-2.iginst 0ju_water_jungle_coudePos differs by ≈15cm in X, ≈1.4cm in Y (real content difference — likely a modifier/controller decode gap for this water node);fy_cn_fortress_a_brandon.iginst 38 Scale ≈1e-5 + inst 97/99 Clusters(1 vs 3)/(0 vs 2)— this one is the opposite direction from the PS borderline class (we find FEWER clusters, not more), suggesting a mesh evaluation issue onFY_CN_fortress_int_03/04specifically. Not yet triaged individually.
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Whoever picks this up: the punch list is small enough now to close each item on its own. Retire by fixing diffs and re-tightening the budget — don't raise. When it hits 0, tighten to 0 in ligo_ig_corpus.py and re-grade the table row from MOSTLY to GREEN.
Session 1 (Sonnet-scale): .pacs_prim + .cmb. DONE 2026-07-08 (§10v) — pipeline_max_export_pacs_prim (493/493 byte-identical) and pipeline_max_export_cmb (16/16 direct files T1/T2, 13/16 T3 exact-or-tolerance, 3/16 documented open gaps; ligo tier informational). pacs_prim_corpus.py/cmb_corpus.py wired into ctest. Open follow-ups listed in §10v and item A.1 above.
Session 2 (Sonnet-scale): .veget, then .clod if the skin decode goes fast. .veget first (no skinning). For .clod, put the skin-weight decode in pipeline_max_export_common with its own mini-gate so the MRM session can build on it. If the Physique decode balloons, stop, document the chunk findings in the wiki, and leave .clod for the MRM session — do not half-land a skinning decode without a gate.
Session 3 (Opus-scale): skinned/MRM shapes. The big one. Approach exactly like §10i M1: replicate CExportNel::buildShape's MRM branch against the real NeL builders, corpus-bucket the outcomes (byte-exact / float-eq / era-tier / differ), and expect several probe rounds. Reuse the skin decode from session 2 if it landed. Success metric: the character/fauna shape corpus classified into explained tiers with zero unexplained structural fails — byte-identity is the stretch goal, not the bar (see the zone precedent).
Session 4 (Sonnet-scale, anytime): waterfall texture-matrix anims + shape-process anim wiring — small, high-polish-value, mostly export_anim plumbing.
- Load the session baseline first: all pipeline_max sources + the design doc (see the
pipeline-max-session-baselinememory note / §12). - Corpus-gate EVERYTHING: T1/T2 byte-identity must stay green over the full .max corpus for any parser change; new exporters get their own T3 vs
~/pipeline_exportreferences with explicit tolerance tiers; per-file forked runs (parse→clean→build→disown; COFile, not CMemStream). - The
.msscripts + workspace config (~/ryzomcore_leveldesign/workspace) are the ground truth for WHAT gets exported from each source file and with which options — read them before the C++. - Emission-form preservation, typed-chunk order preservation, and the §11 hazard list apply unchanged.
- Don't rebuild binaries mid-sweep; don't trust per-file probes over full-corpus A/B (§10r method notes).