mesh import fit ignores far-off stray pieces (with hint), project load warnings with readable names, edit projects of imported levelbuild wads load again (header runs applied to original values), -0.0 kept in saved arrays; start cameras checked in game on the test world and a village 2 base
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@@ -138,7 +138,9 @@ stairs, platforms register as shadow casters (`solids`). 1.0 = texture colour
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rest on the llama): on village 2 bases (node 2 has unk2 ≠ 0) that put the camera into the llama's
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head. Waypoint lists take an optional 5th value unk2: `[(x,z,y,deg,unk2)]`.
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In game (test world, apptest 2026-11-07): the start camera is behind the llama at the default
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distance (`notes/img/editor/testworld_start_camera.jpg`).
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distance (`notes/img/editor/testworld_start_camera.jpg`). Village 2 base (levelbuild floor + player on
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t1l1m002, `--editor-import` as an edit project, boot-to-level 1/2): camera behind the llama, not in its
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head (`notes/img/editor/village2_levelbuild_start_camera.jpg`).
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* **LevelDoor** (exit) – solved, see section "Exit (LevelDoor)" below.
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* Sizes that work: TRAK 0.6–1.0 MB, up to 1100 models, 5200 tiles, WAD up to 6.9 MB
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(originals: TRAK ≤ 1 MB, ≤ 5800 tiles, WAD ≤ 6.85 MB). Test world: 628 models,
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