diff --git a/goalc/build_level/collide/jak2/collide.cpp b/goalc/build_level/collide/jak2/collide.cpp index a510e33e76..3c17054e3b 100644 --- a/goalc/build_level/collide/jak2/collide.cpp +++ b/goalc/build_level/collide/jak2/collide.cpp @@ -548,12 +548,12 @@ FragSplit pick_best_frag_split(const Frag& frag, for (int i = 0; i < 3; i++) { splits[i].axis = i; - splits[i].value = stats.median_vertex_position[i]; + splits[i].value = stats.average_vertex_position[i]; split_stats[i] = compute_split_stats(frag, tris, splits[i]); } if (aspect > 25) { - if (split_stats[max_idx].imbalance < 10) { + if (split_stats[max_idx].imbalance < 4) { printf( "pick best frag split splitting a frag of size %d due to bad aspect (%f), with imbalance " "%f\n", @@ -672,7 +672,7 @@ CollideHash build_grid_for_main_hash(std::vector&& frags) { // grid the box. It _looks_ like the village1 level just picks dims that get you closest to 10000 // for the cell size. - constexpr float kTargetCellSize = 10000; + constexpr float kTargetCellSize = 30000; int grid_dimension[3] = {(int)(box_size[0] / kTargetCellSize), (int)(box_size[1] / kTargetCellSize),