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>
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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 |
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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.MODphysics (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 rzradians (balltranslate→translate);[RootTranslation]per-keyframex y zwhere.z= forward root SPEED (units/s). Walk anims have no baked root translation — forward motion is animation-driven from.z(locomotion). [T1]
Materials / textures
.BMF—DIV-BIZ2(FILETYPE=1) material+texture LIBRARY (no pixels). Material → DIFFUSE colorMATERIAL_TEXTURE→texture→TEXTURE_MAPimage basename. Tags:0x18 BITSLICE(BSL slice select),0x28ramp ref,0x26emissive,0x30/0x31ramp 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 BMF0x18 BITSLICEtag picks the slice, absent=0). Decoding BSL as RGB = the "rainbow/graffiti mech" bug. Reference reader:DivLoader/VGCDivLoader.cpp:323-410. [T2] .VMF—DIV-VIZ2material SOURCE. Carries theSCROLLanimation +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
.SLDcollision 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/.TBLdamage zones/tables,.SUBsubsystems (weapon params — DischargeTime/RechargeRate/WeaponRange),.CTLcontrol maps. [T1]
Cockpit HUD assets (gauges-hud)
.GIMvector MFD/radar line maps +.GATcolor table;.PCCZSoft 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).