---
id: content-archives
title: "Content Archives — where the game data lives + loadable maps"
status: established
source_sections: "PROGRESS_LOG.md §4, §4a"
related_topics: [asset-formats, build-and-run, decomp-reference]
key_terms: [BTL4.RES, EGG, WinTesla, BT]
---

# Content Archives

The deployed game data was **never in source control** — it lived on the pod machines, spread
across archives. The bt411 `content/` dir is the assembled runtime tree. Full detail:
`docs/PROGRESS_LOG.md §4, §4a`.

## The archives (historical provenance)
| Archive | What | Has |
|---|---|---|
| `410srczipped.zip` | Source code (36MB) | all `.cpp/.hpp`, geometry `.bgf`, materials `.bmf`, **animations `.ani`** (428). NO per-mech skins/skeletons. |
| `Tesla4NovellTechPC-*.zip` | pod technician/test PC (77MB) | `btrel410.exe`, Division VPX board diagnostics, shared generic textures, Novell DOS. |
| `Tesla4PodPCNovell-*.zip` | the pod GAME machine (92MB) | **the full deployed tree** — per-mech skeletons (`AVA.SKL`, 124), skins (`AVATAR.BSL`), 1143 models, 1624 material libs, textures. |
| `Elsewhen RP411 Source-*.zip` ⭐ | the **WinTesla Windows port** | the modernized engine (see [[wintesla-port]]). |

**Content root for the port** = the pod tree (skeletons/skins/geometry); **animations** come from
the source tree's `CONTENT/BT/ANIMS/`. All assembled into bt411 `content/`. [T2]

## The runtime archive
`content/BTL4.RES` (3.23 MB, byte-identical to `reference/decomp/BTL4.RES`) contains the built
subset: models, materials, skeletons, animation clips, damage-zone/subsystem records, and **8
loadable maps**. Resolved by name/ID via `FindResourceDescription` (a missing map name null-derefs
at `MISSION.cpp:355`). [T1]

## Loadable maps (the 8 in the RES)
`cavern` (default night cave, enclosed), `grass` (grassland), `rav` (ravine), `polar3`/`polar4`
(snow), `arena1`/`arena2`, `dbase` (desert). **Switch via a copied `.EGG`'s `map=` field** (+
`time=day` for outdoor). ⚠ Names carry the suffix (`arena1`/`polar3`/`rav`), NOT bare
`arena`/`polar`. `des`/`burnt`/`frstrm` are NOT in this RES (lab/other-build maps — `.map` source
exists in `CONTENT/BT/MAPS/`, would need compiling via the DOS `btl4tool.exe`). All 8 boot + render
+ fight clean (map sweep complete). [T2]

## The full content SOURCE tree
`CONTENT/BT/` (in `410srczipped`) is comprehensive: 17 `.map`, 636 `MODELS/`, 219 `SOLIDS/`, 331
`ANIMS/`, 1958 `VIDEO/` textures, 207 `AUDIO/`, 404 `GAUGE/`. The assets to build ANY map exist; the
runtime RES is the already-built subset. [T1]

## Key Relationships
- Formats: [[asset-formats]], [[bgf-format]].
- Loaded by: [[build-and-run]] (run cwd = content/), [[rendering]].
