Red Planet 4.12 · plans drawn from RPL4.RES

Every track,
seen from above

There are no track maps in the game's files, but the game draws one every race: the map screen renders the track from above. These plans are that same drawing, reconstructed outside the game — the same models, the same placements, the same palette, straight down. Nine tracks also have the picture the setup console showed, and those are here too.

{n} / {n} TRACKS
Walls Score zones Drop zone and markers Offered for the death race Offered for football
{cards}

{n} tracks: {arcade} shipped in the 4.10 arcade cabinets, {r411} added in 4.11, {later} built by the community afterwards. Each plan follows NavDisplay::DrawStatic: for every placement in the track's instance stream, look up that model's GaugeImage and lay it down rotated and positioned, at the LOD the engine would choose for this scale. Colours are palette indices resolved through secpal.pcc, the palette the pod's secondary port is configured with, on the display's own black — so the walls really are grey, the score zones really are amber, and nothing here is a styling choice.

A record is an Entity::MakeMessage (MUNGA/ENTITY3.h), read by InterestManager::LoadMapStream, and it carries its own length — most placements are 76 bytes but every track has eight of 140, two of 80 and one of 336. It names the model's Model List, whose GaugeImage is filed under the same model name, so the name is the join. Models with no gauge image — oao, snAwork, pz1 — are skipped here exactly as the map screen skips them, which is why a card can draw fewer placements than the track contains.

Seen from above the engine's +X runs right and +Z up: L4GaugeImagePrimitive::Draw plots (x, z) and the graphics view's origin is bottom left. The console's own pictures are mirrored against that — they are illustrations, not screenshots — so where a card shows both, the two are handed differently and each is right for what it is.

There is still no driving surface anywhere in the file: the track is walls, zones and markers, never tarmac. Extent is the span of the placements in world units, so a long thin plan is a point-to-point canyon run and a squat one a circuit or an arena. Tracks marked NOT IN THE MENU exist in the resource file but the setup screen does not offer them.