--- 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`. 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`): cutout geogroups — black texels = HOLES (alpha-test in the opaque pass). Coplanar shells inside one LOD z-fight → depth-bias by submission ordinal. [T2] ## 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] ## 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]].