Well, I got round to extracting all the file lists in each of the SFS archives that have them (over 70 out of 80) in the BAT00 folder. And I've extracted and modded the first batch of objects I wanted to fix.
For example. There are several objects built on the same model of "Warehouse". It's an open-sided storage shed that's basically a roof sitting on 9 posts. In its various flavors it's a pretty widely used object. Originally, the first one of its kind had a pile of stuff inside, but at some point this stuff was removed and made ito its own object. Now this warehouse and its kin are all empty, ready for the mission builder to put inside whatever they want.
But there's a problem. The original collision object is still used for all! This covers the whole thing down to ground level, encompassing the former built-in pile of stuff. That means that objects one might put under the roof, such as an inviting stack of fuel barrels, is protected by the original collision object.
I've shrunk the collision object to encompass only the roof. Now those fuel barrels (or other 'splody things
) placed under that roof are ready to be strafed.
But the original problem which caught my eye about these warehouse objects is the way they flash when showing the farthest LOD texture, due to said texture being placed at ground level. I've raised these textures to the 9bject's roof height, which ceases the annoying flicker. And those farthest LOD polys were made too large; they're now at the proper size.
And yet another problem with these that's been fixed. At the 3rd (of 4) LODs, the old pile of stuff under the roof that was present originally and supposedly got removed still got drawn in, as either a dark brown or black blob. That's now gone.
So. You see how some objects exhibit a veritable host of issues. Which is why I shake my head when there's so much effort being expended on such things as modeling hyper-detailed oleos (gear struts), or adding yet more planes that never even got off the drawing board. There's LOTS of basic, core things important for the game as it is that are real eye-sores, and which cry out for a re-working.
Well, I've made a small start.