--- id: asset-formats title: "Asset Formats — MOD/SKL/ANI/BMF/BSL/textures/gauges/collision" status: established source_sections: "PROGRESS_LOG.md §5; docs/ASSET_PIPELINE.md; docs/BGF_FORMAT.md" related_topics: [bgf-format, rendering, locomotion, combat-damage, gauges-hud] key_terms: [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→**`pitch yaw roll` radians for EVERY joint type** (ANIMTOOL.cpp:140-142 parses the triple as EulerAngles unconditionally — the old "balltranslate→translate" note was wrong [T0]); a balltranslate joint ADDITIONALLY gets a per-frame translation from the separate **`[KeyJointPos]`** section (ANIMTOOL.cpp:478-483 packs EulerAngles+Vector3D; JMOVER/seqctl apply SetRotation + SetTranslation). For the root `jointlocal`, KeyJointPos.y = the gait vertical bob; `[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]]). Walk/run CYCLE clips author NO body pitch — root keys are a ≤1.5° roll sway only; the authored LEAN lives in the transition (`rwl/rwr/wrl/wrr` jointhip ~7-12°) + `bmp` stagger (~25°) clips (2026-07-13 sweep of all 331 source ANIs). [T1] ## Materials / textures - **`.BMF`** — `DIV-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`; archive-only — in-repo reimplementation: `engine/MUNGA_L4/image.cpp`. [T2] - **`.VMF`** — `DIV-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 - Geometry detail: [[bgf-format]]; pixel/material spec: `docs/ASSET_PIPELINE.md`. - Consumed by: [[rendering]], [[locomotion]] (SKL/ANI), [[combat-damage]] (SLD/DZM/SUB), [[gauges-hud]] (GIM/PCC).