Found from the user's live 2-node demo: a Crimson MadCat went GREY in its own view after a V (inside/outside) toggle, with NO new [paint] or MakeMechRenderables line in the log -- so no rebuild, just a re-parse. ROOT CAUSE: the per-pilot colour/badge/patch is applied by rewriting MATERIAL NAMES while a BGF parses, and only while the substitution callback is installed (SetupMaterialSubstitutionList .. TearDown, bgfload.cpp:15-18). BTL4VideoRenderer::ApplyViewSkeleton re-parses every shown segment BGF on each view toggle AND on respawn (that is what its fresh graphic-state read is for), but did so OUTSIDE that bracket -> raw %color% placeholders -> unpainted materials -> grey. Nothing caches the geometry (d3d_OBJECT caches only textures), so every call re-parses. This is #38's mechanism: 'colors not preserved on respawn' was never a replication or teardown bug. FIX: re-install the substitution list around the reload, reusing the serial the mech was BUILT with -- SetupMaterialSubstitutionList advances the global %serno% per call, so a naive re-bracket would stamp a different serial and still resolve the wrong names. MechRenderTree gains paintSerno (captured before Setup at build); ApplyViewSkeleton installs/restores around the loop and logs it. Rig-verified: the crimson MadCat stays crimson (yellow patch intact) across repeated inside/outside toggles; each toggle now logs '[paint] color=red serno=0' + '(paint serno 0)'. ALSO -- corrections to yesterday's #44 name plate from the adversarial pass: - kPlateARGB 0xFF808080 -> 0x80FFFFFF. BMAP.BMF tag 0x0027 is dpfB_MATERIAL_OPACITY_TAG [T0 libDPL/dsys/PFBIZTAG.H], NOT a diffuse colour: the materials carry NO colour tag at all, so the plate is the unmodulated callsign raster at ~50% opacity, not a grey label. (Two independent workflows converged on this.) - the plate's K = 1/2.8 is NOT the hotbox's constant (2.8145) -- de-unified. - the Lock attribute is HUD attr id 10, an int/Logical*, not a Scalar*. - the PNAME pair split is the V half, not U (our per-player texture is one 128x32 cell, so the port quad samples v 0..1). - retracted bgf-format's 'tag 0x0027 likely SPECULAR [T4]'. KB: new reconstruction-gotchas section on the whole bug class (load-time-only state must be re-installed on every RE-load, incl. the serno trap). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
8.7 KiB
id, title, status, source_sections, related_topics, key_terms, open_questions
| id | title | status | source_sections | related_topics | key_terms | open_questions | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| bgf-format | BGF Model Format (DIV-BIZ2 geometry) + the render gotchas | established | docs/BGF_FORMAT.md (full spec); CLAUDE.md §5, §10 render-fidelity notes |
|
|
|
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_LISTis 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=6hexagons 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
dfor all LODs of an object (a bounding-sphere-SURFACE metric desyncs sibling bands — wrong). [T2] - ADDITIVE_LODS (object-level
SV_SPECIALtoken, 135 pod BGFs — all arena structures): at eye distance d, EVERY LOD withd < OutDistdraws (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 cmd0x20, tokens{0x80000003,0x80000017,0x80000004}— a CONSTANT geogroup-modifier opcode, no color key; the siblingdpl_DamagizeFUN_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
(
LoadBitSliceTexturewrites 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_TEXTUREand tag0x0027(12 B = {0.5,0.5,0.5}), which isdpfB_MATERIAL_OPACITY_TAG—[T0engine/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.bgfloadwould fall back to the grey placeholder0xFFB0B0B8; the reticle plate's 2D path therefore draws it as0x80FFFFFF(white, half alpha) — see gauges-hud §Lock ring. AnddecodeBSLemits 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 A4R4G4B40xFFFF/0x0000upload 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.