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the second value in the tree seems to have 0x8000 in it sometimes, which I think is pointing at polys similar to how navmesh with the inverse flag point at areas
the bmscd contains a bunch of room borders, which i think could be the "source" for the map? (both the bmsnav and the bmmap).
unsure what the material_attribute is but it changes along w/ points, could be something extrapolated to create the contained geometry?
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btw these "binary search trees" you're talking about are probably octrees, which is a more specific and more concise name
Octrees are 8 square cubes right? These are closer to quadtrees, but I think they're generated based on subdividing the area of the areas or something. Unless I misunderstood how octrees work in Wikipedia. (Also I renamed it based on the bmscd files using bst instead of quadtree).
Seem like very similar structures:
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