--- id: bgf-format title: "BGF Model Format (DIV-BIZ2 geometry) + the render gotchas" status: established source_sections: "docs/BGF_FORMAT.md (full spec); CLAUDE.md §5, §10 render-fidelity notes" related_topics: [asset-formats, rendering, decomp-reference] key_terms: [BGF, DIV-BIZ2, PMESH, CONN, PCONN, LOD, material-ramp, SV_SPECIAL] open_questions: - "Replacement-LOD selection for NON-additive multi-LOD models (hot-spot/reference semantics)" --- # BGF Model Format `.BGF` = **`DIV-BIZ2`** little-endian nested Tag-Length-Value geometry. Full byte-level parsing spec (verified against all 1275 content `.BGF` files) lives in **`docs/BGF_FORMAT.md`** — this topic captures the structure + the hard-won gotchas that cost real debugging. Loader of record: `engine/MUNGA_L4/bgfload.cpp` (game-callable via `LoadBgfFile`); standalone reference reader `DivLoader/VGCDivLoader.cpp` (archive-only; in-repo reimplementation: `engine/MUNGA_L4/image.cpp`). Tag names: `dsys/PFBIZTAG.H`. ## Structure `OBJECT → LOD → PATCH (geogroup) → PMESH`. Interleaved float32 verts; **QUAD faces (must triangulate `[a b c][a c d]`)**; materials referenced by `library:material` name (resolved against the map's `.BMF` libs). Damage/articulation are **name-driven via `SV_SPECIAL` (0x2037) `dz_*` tokens**, not stored geometry. [T1] ## Indices — the CONN/PCONN story (two corrections) A PMESH carries faces in `CONNECTION_LIST` (0x0047) and/or `PCONN_LIST`: - `CONNECTION_LIST` is a **FLAT TRIANGLE LIST** (3 indices/face) — NOT "one polygon, fan-triangulate" (the original doc was wrong; fan-triangulating turned buttec's 115 tris into 341 fan-garbage). Corpus-verified: ALL 3488 CONN chunks have n%3==0. [T2] - **CONN and PCONN COEXIST** — a pmesh can carry quads/hexes in PCONN PLUS loose triangles in CONN. **370 of 841 GEO models** had mixed pmeshes silently dropping their CONN triangles until both were processed always (the "turret base missing panels" bug). `ppf=6` hexagons exist. [T2] ## LODs — the √3 decode Each LOD chunk carries a `0x2046` header = **[near..far) viewing band**. The board selected the LOD whose band contains the camera distance. - **√3 range decode:** every stored band value is the authored euclidean distance ÷ √3 (92% of the corpus is exactly nice-number/√3; hand-conversion typos prove it). Multiply parsed bands by `√3` (`kLodRangeScale=1.7320508`). [T2] - **Metric = the instance-transformed OBJECT ORIGIN distance**, ONE shared `d` for all LODs of an object (a bounding-sphere-SURFACE metric desyncs sibling bands — wrong). [T2] - **ADDITIVE_LODS** (object-level `SV_SPECIAL` token, 135 pod BGFs — all arena structures): at eye distance d, EVERY LOD with `d < OutDist` draws (near detail ADDS onto coarser massing). Non-additive keep first-LOD-only (the 2007 engine's own behavior). [T2] - **PUNCH** (patch-level `SV_SPECIAL`, `dpl_Punchize` = FUN_00490308 → VPX board cmd `0x20`, tokens `{0x80000003,0x80000017,0x80000004}` — a CONSTANT geogroup-modifier opcode, no color key; the sibling `dpl_Damagize` FUN_004902b0 uses the same cmd with a different triple). Two cases: [T1] - **Textured** punch (arena walls/catwalks): black texels = HOLES (alpha-test in the opaque pass). Coplanar shells inside one LOD z-fight → depth-bias by submission ordinal. [T2] - **FINAL mechanism (i860 VREND.MNG firmware, decoded 2026-07-11): a punch geogroup is a THREE-CHUNK STENCIL-CUT KIT** -- in file order: aperture MASK (invisible per-pixel cutout), visible HULL (the only colour-drawn chunk, drawn where not masked), byte-identical hull TWIN (the damage-reset record, never visible). Visible result = hull-minus-apertures. Applies to cockpit canopies, arena punch (AR02 etc.) and outside-torso punch (VUX_TOR) alike -- the port's arena "black texels = holes" alpha-test path is a visual approximation that predates this decode (works; revisit for exactness). Port: bgfload punch-kit roles + the L4D3D stencil cut (D24S8). See [[cockpit-view]] + [[decomp-reference]] for firmware addresses. [T1 mechanism / T2 render-verified all 8 cockpits] ## Shading model (from libDPL DPLTYPES.H) Shading is selected PER-GEOMETRY by vertex type: - **No-normal geometry** (XYZ_UV / XYZ_RGBA_UV: mesas/ground/sky/buildings/mech, WHITE baked verts) is UNLIT, colorized by the material's 2-endpoint **RAMP** (see [[material-ramp]]). - **Normal-bearing geometry** (XYZ_N_UV: ~150 vehicle/missile files) is LIT by the map light. - **Applying the ramp to lit geometry = the "dusty white blobs" bug** — gate on `hasNormals`. [T2] ## Skeleton assembly A mech is not one BGF — it's a `.SKL` skeleton (a DCS tree of joints) whose each joint's `Object=part.bgf` is loaded + posed, then animated by `.ANI` clips. See [[asset-formats]] / [[locomotion]] for skeleton + animation. [T1] ## The PNAME/PLACE name-plate atlas (the only TEXT-bearing BGF geometry) [T1/T2] `PNAME1-8.BGF` + `PLACE1-8.BGF` (`content/VIDEO/GEO/`, 235/238 bytes) are the MP scoreboard's 16 billboard plates — each ONE flat quad (4 verts, `XYZ_UV`, `PCONN` ppf=4, **no LOD chunk = 1 implicit LOD**, no normals, no `SV_SPECIAL`). PNAME = 1.0×0.25 m, PLACE = 0.5×0.25 m, planar Z=0. Consumers: `FUN_00454a70` (the scoreboard, resource type 0x46) and `BTReticleRenderable` @004cc40c (PNAME only). See [[open-questions]]. **They are the only geometry in the corpus whose texture is TEXT**, which makes them the sole asset that can prove BSL row order and slice mapping — and they CONFIRM the port's pair-swapped nibble decode (`image.cpp:122-125`): slices 0→3 come out as "PLAYER 1/2", "3/4", "5/6", "7/8" in exact index order. [T2 — decoded + read visually] One shared 128×64 texmap: `bmap:` → `VIDEO/MAT/BMAP.BMF` → 6 `TEXTURE` records `bmap1_tex..bmap6_tex`, all `TEXTURE_MAP=bmap` with `BITSLICE` 0..5 → `VIDEO/TEX/BMAP.BSL` (`DIV-BSL2`, 128×64, depth 4, texels @0x70). Cell map (UVs read straight from each BGF): | material | slice | plates → UV sub-rect | |---|---|---| | `name12_mtl`→`bmap1_tex` | 0 | PNAME1 `v[.5,1]`, PNAME2 `v[0,.5]` (full U; 128×32 cells) | | `name34_mtl`→`bmap2_tex` | 1 | PNAME3 `v[.5,1]`, PNAME4 `v[0,.5]` | | `name56_mtl`→`bmap3_tex` | 2 | PNAME5 `v[.5,1]`, PNAME6 `v[0,.5]` | | `name78_mtl`→`bmap4_tex` | 3 | PNAME7 `v[.5,1]`, PNAME8 `v[0,.5]` | | `place1234_mtl`→`bmap5_tex` | 4 | PLACE1-4 = 2×2 grid of 64×32 cells (`u[0,.5]/[.5,1]` × `v[.5,1]/[0,.5]`) | | `place5678_mtl`→`bmap6_tex` | 5 | PLACE5-8 = same 2×2 grid | **The BSL is a RUNTIME COMPOSITING TARGET, not final art [T0 engine source].** `DPLRenderer::MakeBitSliceStorage` (L4VIDEO.cpp:9888) allocates `uint32[128*64]`; `LoadBitSliceTexture` merges a 1bpp egg BitMap into it; `FlushBitSliceTexture` (L4VIDEO.cpp:5682, stubbed in 2007) did `dpl_LookupTexture("bmap:bmap1_tex")` + `dpl_TexmapTexels2D(texmap, buf, 128, 64, 4)` — one upload rewrites ALL SIX slices. So the 1995 engine painted the **egg's callsign + ordinal bitmaps** onto these plates every mission; the baked "PLAYER n" text is only the shipped DEFAULT. Two stacked 128×32 large-name bitmaps per slice = exactly the PNAME v-halves; two stacked 128×32 ordinal bitmaps ("1st|2nd") = exactly the PLACE 2×2 grid. Corollaries: - **The shipped BMAP.BSL has only 4 distinct planes** — slice4 aliases slice0 and slice5 aliases slice3 (nibble3==nibble7, nibble4==nibble6; nibbles 0/1 zero). The ordinal art was never baked, so a naive PLACE draw shows "PLAY"/"ER 1"/… fragments. [T1 measured] - The placeholder cells are stored **scanline-reversed** vs the compositor's top-down order (`LoadBitSliceTexture` writes y=0..31 top-down), so a naive PNAME draw gives the RIGHT number upside-down. Don't chase it — implement the compositor instead. [T1 / T3 fix choice] - These 6 materials carry **no DIFFUSE/AMBIENT/EMISSIVE/RAMP** — only `NAME`, `MATERIAL_TEXTURE` and tag **`0x0027`** (12 B = {0.5,0.5,0.5}), which is **`dpfB_MATERIAL_OPACITY_TAG`** — `[T0` `engine/MUNGA_L4/libDPL/dsys/PFBIZTAG.H]`, NOT specular (that earlier [T4] guess is retracted). So the material contributes **no colour at all**: the authentic plate is the **unmodulated callsign raster at ~50% opacity**. `bgfload` would fall back to the grey placeholder `0xFFB0B0B8`; the reticle plate's 2D path therefore draws it as `0x80FFFFFF` (white, half alpha) — see [[gauges-hud]] §Lock ring. And `decodeBSL` emits **alpha=255** for mono slices, so the plate draws as an OPAQUE black rectangle — a billboard needs black→alpha-0 keying (which is exactly what the 2D path's A4R4G4B4 `0xFFFF/0x0000` upload does). ## Key Relationships - Detailed spec: `docs/BGF_FORMAT.md`. - Consumed by: [[rendering]] (the D3D9 draw path), [[locomotion]] (skeleton parts). - Related: [[asset-formats]] (BMF/BSL/SKL/ANI), [[decomp-reference]].