Similar to your camera, we would never have been arsed with doing that much work were it not for LLM vibbing. It allowed us to get something working (sufficiently) very quickly.
At what point of maintaining this code would it be cheaper for me to actually find underlying patterns and program this myself with some actual thought, rather than continuously "shaping the clay" of my LLM slop? These questions keep me awake at night (not really), and probably predict the future of software engineering!
Because asset-ripping is a pretty widespread, well documented practice in gaming - it's how a lot of modding communities figure out and expand on the games they mod.
A quick search shows WH40K: Rogue Trader is built on Unity too, so any number of existing Unity-specific asset-ripping tools should have worked for your purposes. Though I should say I've never actually dabbled much with modding Rogue Trader, so maybe I'm wrong?
We also just wanted to try some modestly sized project with an LLM. Neither of us had any real experience doing any of the things we ended up doing for that project (other than my making the website and him understanding the graphics pipeline).
So, unfortunately, no, there was no specific reason I suspect.
https://stephencagle.dev/posts-output/2026-01-30-warhammer-4... is my best recollection of the thought process.