Files
BT411/context/asset-formats.md
T
arcattackandClaude Opus 4.8 f914fc040a context-system: complete migration -> CLAUDE.md is now a 160-line router (zero context lost)
Full migration of the 2236-line monolithic CLAUDE.md into the progressive-context
knowledge graph (per spark-lesson / expert-seed.md), so the deep RE knowledge loads
on-demand instead of every session.

ZERO CONTEXT LOST:
- docs/PROGRESS_LOG.md = the complete old CLAUDE.md, VERBATIM (byte-identical) -- the
  lossless safety net + the "full detail" quick-lookup fallback.
- 18 context/*.md topic files (1343 lines) digest every section (§1-3 -> project-overview,
  §4 -> content-archives, §5 -> asset-formats/bgf-format, §5a -> source-completeness,
  §5b/§8 -> wintesla-port, §7/§10 -> locomotion, §10a -> build-and-run, §10b ->
  reconstruction-method, §10c -> combat-damage + reconstruction-gotchas, §10d -> subsystems,
  render notes -> rendering, gauges -> gauges-hud, MP -> multiplayer, §9 -> open-questions).
- reference/glossary.yaml (53 terms). decomp-reference.md = the offsets/ClassIDs/addresses hub.

CLAUDE.md (160 lines) = router: identity, answer/reason protocols, quick-lookup table,
evidence tiers (T0 engine-truth / T1 decompiled+verified / T2 reconstructed+runtime /
T3 guarded / T4 hypothesis), conventions + DO-NOT (the systemic bug classes), structure.
Retains the load-bearing work directives (build recipe pointer, "keep current" mandate).

Knowledge graph validates CLEAN (scratchpad/checkctx.py -- all [[links]] + quick-lookup +
docs refs resolve; [[name]] -> topic file or glossary term). docs/*.md ledgers stay as the
detailed logs; context/*.md are the curated digests that route into them.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:19:50 -05:00

3.3 KiB

id, title, status, source_sections, related_topics, key_terms
id title status source_sections related_topics key_terms
asset-formats Asset Formats — MOD/SKL/ANI/BMF/BSL/textures/gauges/collision established PROGRESS_LOG.md §5; docs/ASSET_PIPELINE.md; docs/BGF_FORMAT.md
bgf-format
rendering
locomotion
combat-damage
gauges-hud
MOD
SKL
ANI
BMF
BSL
VTX
SLD
DZM
PCC
GIM
material-ramp

Asset Formats

All reverse-engineered. Geometry (BGF) has its own topic (bgf-format); the full pixel/material spec is docs/ASSET_PIPELINE.md. Full list: docs/PROGRESS_LOG.md §5.

Definition / skeleton / animation

  • .MOD — INI mech/object definition: skeleton, skins, collision, gauges, physics, animations, class. The .MOD physics (MoverMass/drag/MaxAcceleration) governed thrust VEHICLES + collisions, NOT walk gait (locomotion). [T1]
  • .SKL — INI joint skeleton. [joint] parent=, Type=(hingex/y/z|ball|balltranslate), Object=part.bgf, dzone=, tranx/y/z, pitch/yaw/roll. Build a DCS tree; neutral pose ≈ translations (pyr≈0). [T1]
  • .ANI — INI keyframe animation. [HEADER] framecount/framerate(30)/skeletonfile; [frameN] joint→rx ry rz radians (balltranslate→translate); [RootTranslation] per-keyframe x y z where .z = forward root SPEED (units/s). Walk anims have no baked root translation — forward motion is animation-driven from .z (locomotion). [T1]

Materials / textures

  • .BMFDIV-BIZ2 (FILETYPE=1) material+texture LIBRARY (no pixels). Material → DIFFUSE color
    • MATERIAL_TEXTURE→texture→TEXTURE_MAP image basename. Tags: 0x18 BITSLICE (BSL slice select), 0x28 ramp ref, 0x26 emissive, 0x30/0x31 ramp def. [T1]
  • Texture pixels: .tga (Truevision), .vtx (DIV-VTX2, trailing RGB), and .bsl (DIV-BSL2 — a BIT-SLICED container: w*h 32-bit texel words holding SIX independent 4-bit GRAYSCALE sub-images (nibble pair-swapped, byte 0 pad) OR RGB444/RGBA4444 (sliceType 7/8). The BMF 0x18 BITSLICE tag picks the slice, absent=0). Decoding BSL as RGB = the "rainbow/graffiti mech" bug. Reference reader: DivLoader/VGCDivLoader.cpp:323-410. [T2]
  • .VMFDIV-VIZ2 material SOURCE. Carries the SCROLL animation + MAP{} image binding for effects (beams/muzzle/smoke/sky). THE key effects asset (rendering). [T2]
  • material-ramp — the IG board colours no-normal geometry by a 2-endpoint RAMP; details in bgf-format + rendering. [T2]

Collision / damage / subsystems

  • .SLD collision solids (Block/YCyl/Cone/Ramp/Wedge). Terrain is modeled AS collision volumes; see locomotion ground model + combat-damage. [T1]
  • .DZM = INI damage-zone→material map (mech skin damage states). .DMG/.TBL damage zones/tables, .SUB subsystems (weapon params — DischargeTime/RechargeRate/WeaponRange), .CTL control maps. [T1]

Cockpit HUD assets (gauges-hud)

  • .GIM vector MFD/radar line maps + .GAT color table; .PCC ZSoft PCX 8-bit gauge rasters (fonts helv15/helv42, label strips, dials). [T1]

Key Relationships