RuneWaker dungeon pipeline
This pipeline converts preserved RuneWaker .ros dungeon assets into the same
browser-facing GLB roles used by HealerMan's WoW dungeon pipeline:
- the preserved Rune engine reads the WDB entity table and exports the primary ROS as an OBJ/MTL bridge;
- Microsoft
texconvdecodes the legacy DDS textures to PNG; - Blender converts the Y-up source to textured visual and chunked collision GLBs;
- glTF Transform optimizes the visual asset with meshopt;
- HealerMan's Recast stage bakes navigation and the Khronos validator gates every GLB.
Run the Forsaken Abbey pilot from the HealerMan root:
npm run runewaker:forsaken
Optional environment variables:
RUNEWAKER_ROOT: preserved backup root containingResourceandToolsBLENDER_BIN: Blender 5 portable executableTEXCONV_BIN: Microsoft DirectXTextexconv.exeMSVC_V142_ROOT: portable MSVC v142 root used by the native build script
The shipping environment is written to
src/assets/game/dungeons/forsaken-abbey and registered as a playable
dungeon. The build reads all 184 WDB entity descriptors,
uses the primary ROS placement as the server-to-local anchor, reads the entrance
from Resource/luascript/03242.lua, and requires that entrance to project within
2 meters of the generated navmesh.
Population and creature assets are separate, offline-capable stages:
npm run runewaker:forsaken:actors
npm run runewaker:forsaken:population
Only an explicit forensic refresh connects to the isolated development SQL instance:
npm run runewaker:forsaken:population:refresh
The normal population build consumes the checked-in 251-row Zone 102 snapshot and never connects to SQL Server. It packages 150 combat spawns, eight boss objectives, and nine authentic native-animation creature GLBs. The remaining 101 rows are retained in the source report for later quest-object, door, transport, script, and treasure passes.
All configured instances
The generalized batch now packages and registers all 30 configured RuneWaker instances (Forsaken Abbey plus 29 generated definitions). The normal workflow is fully local and does not use SQL:
npm run runewaker:prepare:all
npm run runewaker:build:all
npm run runewaker:register:all
runewaker:prepare:all consumes the portable forensic JSON already under
runewaker-export-work. runewaker:build:all is resumable and writes a result
after every dungeon. runewaker:register:all exposes only instances whose full
validation report is green.
Creature animation policy is audited separately:
npm run runewaker:audit:animations
The audit opens every referenced creature GLB, checks its glTF header and animation table, resolves every spawn and entity in all 30 runtime definitions, and exercises the available native or procedural state paths. Pasper's Shrine is the compact direct-mesh reference package. The full batch now uses original GR2 skeletons and sampled RAS clips for validated direct actors, while runtime paperdoll containers are assembled into exact image-specific actors from a portable appearance snapshot. Genuinely unsupported pose-only or triangle-free displays remain explicit exceptions rather than silently claiming native motion. See ORIGINAL_ANIMATION_IMPORT.md for the reproducible conversion and rollout process, and RUNEWAKER_ANIMATION_AUDIT.md for the package historical baseline and current all-dungeon status.
Paperdoll appearance recovery is an explicit forensic refresh, separate from normal builds:
npm run runewaker:paperdolls:refresh
npm run runewaker:build:all -- --phase actors,population --force
The refresh restores ObjectEdit.bak under a temporary read-only database,
exports only combat-template image rows, writes the checked-in portable
runewaker-paperdoll-appearances.json, and drops the temporary database in
finally. Normal actor builds, tests, production builds, and browser play use
that JSON and packaged GLBs with SQL stopped. Appearance provenance preserves
component names and color layers; any unresolved composite-mask color bake is
reported explicitly in the actor manifest.
Portable populations, source spells, and objective routes
NPC spell evidence is exported from the preserved read-only RuneWaker client catalogs into a checked-in portable snapshot:
npm run runewaker:spells:refresh
npm run runewaker:build:all -- --phase population --force
npm run runewaker:audit:gameplay
The existing all-instances runner starts a separate Node population-builder process for each of the 29 generalized packages. Forsaken Abbey keeps its special pilot builder. Both builders emit ordinary TypeScript definitions and JSON reports; the browser never opens the original client catalogs or SQL backups.
Spell conversion is deliberately fail-closed. Only a MagicObject component positively classified as direct HP damage becomes an executable HealerMan attack. Buffs, healing, summons, plot hooks, and unknown effects remain evidence-only. The portable mapping preserves source spell identity, name, damage family, school, range, and cooldown. The current 0.85 damage coefficient is HealerMan-authored and is not represented as the original RuneWaker formula.
The gameplay audit also:
- verifies every executable attack.spellId against both its source template assignment and the portable spell catalog;
- rejects evidence-only spell IDs if they enter runtime combat data;
- reuses the live party-navigation graph to inspect boss approach points projected to the retained surface within 6m;
- validates native animation families, with Rune Device's missing locomotion documented as a stationary-device exception while its attack/activation clips remain mandatory.
The generated
RUNEWAKER_GAMEPLAY_CONTENT_REPORT.md
is the current cross-dungeon content baseline. The generalized population
builder currently falls back to straight-line distance from the entrance when
ordering bosses. That fallback is labeled healerMan-distance-derived: an
unreachable heuristic leg is navigation/order review evidence, not a claimed
source-authored structural failure. A future explicit recipe order must include
preserved local source evidence before it can become authoritative. The builder
accepts that reviewed override only as bossObjectiveOrder: { kind: "source-authored", spawnIds: [...], evidence: [...] }; it rejects missing
evidence, duplicates, or an order that does not account for every boss spawn.
Run the component-level navigation review separately:
npm run runewaker:audit:navigation
It writes RUNEWAKER_NAVIGATION_GAP_REPORT.md, measures every unreachable heuristic leg against all raw Recast components, and records reviewed source evidence for support-pad environments, authored room placements, doors, drops, and teleports. It never writes navigation links. No automatic links are currently approved: the observed gaps either depend on mechanics/order evidence or on modular environment assembly, so bridging them would bypass gates or cross missing geometry.
The forensic source refresh is intentionally separate:
npm run runewaker:refresh:all
It requires the isolated HEALERMAN_RW SQL service to be running, restores both
backups read-only under temporary names, exports all configured zones, drops the
temporary databases in finally, and regenerates the portable snapshots. Stop
the SQL service again before running the normal build or game.
See INSTANCE_IMPORT_GUIDE.md for provenance, coordinate rules, special WDB cases, mechanics review, validation, and the step-by-step process for adding future instances.