VWE BattleTech · MUNGA / Tesla 4.10 · task #52

The translocation warp, restored.

The respawn effect from the 1995 arcade pod — a swirling energy vortex the pilot dissolves into and reappears from. Reconstructed from BTL4OPT.EXE and matched, frame by frame, to a photograph of the original cabinet.

Photograph of the original arcade cabinet showing the warp

The original

cabinet photo · tsphere.bgf

TARGET
Our earlier render showing radial spokes

Our render, before

radial “spokes”

✗ BUG
Our render now: a smooth animated lavender vortex

Our render, now

live · spinning + churning

✓ FIXED

// right panel is a live capture of btl4.exe — 30 frames, ~2s of the settled swirl

What was actually wrong

Texture-scroll precision collapse

The swirl scrolls its cloud texture by scrollDelta × time, where time is absolute runtime. That product grows without bound, so within seconds the UV offset is large enough that adding it per-pixel destroys float precision — the coordinates quantize into coarse steps and a smooth cloud shatters into grainy radial spokes. Wrapping the offset with fmodf(…, 1.0f) is identical under REPEAT tiling but keeps full precision.

This same bug silently degraded every scrolling texture — beams, exhaust — over a long session. The warp just made it impossible to ignore.

And the look itself

  • MESHBicone, on-axis. tsphere.bgf is a 45-vertex bicone viewed straight down its throat and spun in place — not an off-axis tornado.
  • TEXCloud × wide lavender ramp. The bintA cloud through a full-range dark→lavender ramp — no geometry “bands”, no twist.
  • METHODVerified offline first. Rendered the real mesh in a standalone rasterizer, matched capture.png, then ported the confirmed parameters.