Imports the full shipped working copy of Red Planet v4.10 so the repo is
self-contained: buildable (source) and runnable (data). ~110 MB, committed
directly to git per project decision.
Contents (assets/RP411/):
- AUDIO/ (~97 MB) 223 .wav + audio config/res
- VIDEO/ (~10 MB) .X meshes, .SKL/.det/.sph geometry, .met materials,
.pcc/.png/.pcx textures, .vsh/.psh shaders, material tables
- GAUGE/ (~0.8 MB) HUD .GIM images, .PCC/.PCX bitmaps, gauge config
- SPOOLS/ runtime replay output dir (kept via .gitkeep)
- Root config/launch: environ.ini, RPDPL.INI, JOYSTICK.INI, TEST.EGG,
RPL4.RES, *.bat launchers
- Runtime binaries: rpl4opt.exe (shipped reference build), libsndfile-1.dll,
oalinst.exe (OpenAL redist installer), sleep.exe
Housekeeping:
- .gitignore: re-include assets/**/*.exe and *.dll (global rules skip them);
keep Thumbs.db and runtime *.spl out.
- .gitattributes: mark asset media (.wav/.png/.pcc/.gim/.x/.skl/... ) binary.
- docs/ASSETS.md: runtime layout, config chain (environ.ini -> RPDPL.INI ->
video/audio/gauge paths), launch args, and per-directory asset inventory.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
429 lines
10 KiB
Plaintext
429 lines
10 KiB
Plaintext
xof 0303txt 0032
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template Frame {
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<3d82ab46-62da-11cf-ab39-0020af71e433>
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[...]
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}
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template Matrix4x4 {
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<f6f23f45-7686-11cf-8f52-0040333594a3>
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array FLOAT matrix[16];
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}
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template FrameTransformMatrix {
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<f6f23f41-7686-11cf-8f52-0040333594a3>
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Matrix4x4 frameMatrix;
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}
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template Vector {
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<3d82ab5e-62da-11cf-ab39-0020af71e433>
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FLOAT x;
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FLOAT y;
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FLOAT z;
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}
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template MeshFace {
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<3d82ab5f-62da-11cf-ab39-0020af71e433>
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DWORD nFaceVertexIndices;
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array DWORD faceVertexIndices[nFaceVertexIndices];
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}
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template Mesh {
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<3d82ab44-62da-11cf-ab39-0020af71e433>
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DWORD nVertices;
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array Vector vertices[nVertices];
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DWORD nFaces;
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array MeshFace faces[nFaces];
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[...]
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}
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template Coords2d {
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<f6f23f44-7686-11cf-8f52-0040333594a3>
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FLOAT u;
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FLOAT v;
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}
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template MeshTextureCoords {
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<f6f23f40-7686-11cf-8f52-0040333594a3>
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DWORD nTextureCoords;
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array Coords2d textureCoords[nTextureCoords];
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}
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template MeshNormals {
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array Vector normals[nNormals];
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array MeshFace faceNormals[nFaceNormals];
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}
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template ColorRGBA {
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FLOAT red;
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FLOAT green;
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FLOAT blue;
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FLOAT alpha;
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}
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template ColorRGB {
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FLOAT red;
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FLOAT green;
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FLOAT blue;
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}
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ColorRGBA faceColor;
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FLOAT power;
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ColorRGB specularColor;
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ColorRGB emissiveColor;
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