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Extract levels+collision to decompiler_out (adjacent to textures+audio) (#3882)
should make it nice and easy to jump to the `decompiler_out/<game>` folder in the launcher and show the user all their exported things.  also adds a taskfile command for ripping audio. and fixes jak1 collision extract scaling. I [previously fixed this for jak2/3](https://github.com/open-goal/jak-project/pull/3292#discussion_r1442595308) but never fixed for jak1 apparently before:  after: 
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@@ -339,8 +339,8 @@ void extract_common(const ObjectFileDB& db,
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compressed.data(), compressed.size());
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if (config.rip_levels) {
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auto file_path = file_util::get_jak_project_dir() / "glb_out" /
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game_version_names[config.game_version] / "common";
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auto file_path = file_util::get_jak_project_dir() / "decompiler_out" /
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game_version_names[config.game_version] / "levels" / "common";
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save_level_foreground_as_gltf(tfrag_level, art_group_data, file_path);
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}
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}
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@@ -376,13 +376,15 @@ void extract_from_level(const ObjectFileDB& db,
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compressed.data(), compressed.size());
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if (config.rip_levels) {
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auto back_file_path = file_util::get_jak_project_dir() / "glb_out" /
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game_version_names[config.game_version] / level_data.level_name /
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auto back_file_path = file_util::get_jak_project_dir() / "decompiler_out" /
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game_version_names[config.game_version] / "levels" /
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level_data.level_name /
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fmt::format("{}-background.glb", level_data.level_name);
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file_util::create_dir_if_needed_for_file(back_file_path);
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save_level_background_as_gltf(level_data, back_file_path);
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auto fore_file_path = file_util::get_jak_project_dir() / "glb_out" /
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game_version_names[config.game_version] / level_data.level_name;
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auto fore_file_path = file_util::get_jak_project_dir() / "decompiler_out" /
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game_version_names[config.game_version] / "levels" /
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level_data.level_name;
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save_level_foreground_as_gltf(level_data, art_group_data, fore_file_path);
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}
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file_util::write_text_file(entities_folder / fmt::format("{}-actors.json", level_data.level_name),
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