Files
RP412/assets/RP411/VIDEO/LAZDRIL.X
T
CydandClaude Opus 4.8 3b8b729ecb Add complete game working copy under assets/ (runtime data + binaries)
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>
2026-07-01 10:11:47 -05:00

296 lines
6.2 KiB
Plaintext

xof 0303txt 0032
template Frame {
<3d82ab46-62da-11cf-ab39-0020af71e433>
[...]
}
template Matrix4x4 {
<f6f23f45-7686-11cf-8f52-0040333594a3>
array FLOAT matrix[16];
}
template FrameTransformMatrix {
<f6f23f41-7686-11cf-8f52-0040333594a3>
Matrix4x4 frameMatrix;
}
template Vector {
<3d82ab5e-62da-11cf-ab39-0020af71e433>
FLOAT x;
FLOAT y;
FLOAT z;
}
template MeshFace {
<3d82ab5f-62da-11cf-ab39-0020af71e433>
DWORD nFaceVertexIndices;
array DWORD faceVertexIndices[nFaceVertexIndices];
}
template Mesh {
<3d82ab44-62da-11cf-ab39-0020af71e433>
DWORD nVertices;
array Vector vertices[nVertices];
DWORD nFaces;
array MeshFace faces[nFaces];
[...]
}
template Coords2d {
<f6f23f44-7686-11cf-8f52-0040333594a3>
FLOAT u;
FLOAT v;
}
template MeshTextureCoords {
<f6f23f40-7686-11cf-8f52-0040333594a3>
DWORD nTextureCoords;
array Coords2d textureCoords[nTextureCoords];
}
template MeshNormals {
<f6f23f43-7686-11cf-8f52-0040333594a3>
DWORD nNormals;
array Vector normals[nNormals];
DWORD nFaceNormals;
array MeshFace faceNormals[nFaceNormals];
}
template ColorRGBA {
<35ff44e0-6c7c-11cf-8f52-0040333594a3>
FLOAT red;
FLOAT green;
FLOAT blue;
FLOAT alpha;
}
template ColorRGB {
<d3e16e81-7835-11cf-8f52-0040333594a3>
FLOAT red;
FLOAT green;
FLOAT blue;
}
template Material {
<3d82ab4d-62da-11cf-ab39-0020af71e433>
ColorRGBA faceColor;
FLOAT power;
ColorRGB specularColor;
ColorRGB emissiveColor;
[...]
}
template MeshMaterialList {
<f6f23f42-7686-11cf-8f52-0040333594a3>
DWORD nMaterials;
DWORD nFaceIndexes;
array DWORD faceIndexes[nFaceIndexes];
[Material <3d82ab4d-62da-11cf-ab39-0020af71e433>]
}
template TextureFilename {
<a42790e1-7810-11cf-8f52-0040333594a3>
STRING filename;
}
Frame SCENE_ROOT {
FrameTransformMatrix {
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}
Frame MESH_ROOT {
FrameTransformMatrix {
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Mesh {
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20;
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3;11,0,3;,
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3;14,15,16;,
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3;15,18,19;,
3;15,19,16;,
3;20,21,22;,
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3;24,25,26;,
3;24,26,27;,
3;25,14,17;,
3;25,17,26;;
MeshTextureCoords {
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1.809020;1.170150;;
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MeshNormals {
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3;0,2,3;,
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3;1,5,2;,
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3;6,8,9;,
3;10,11,12;,
3;10,12,13;,
3;11,0,3;,
3;11,3,12;,
3;14,15,16;,
3;14,16,17;,
3;15,18,19;,
3;15,19,16;,
3;20,21,22;,
3;20,22,23;,
3;24,25,26;,
3;24,26,27;,
3;25,14,17;,
3;25,17,26;;
}
MeshMaterialList {
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Material {
1.000000;1.000000;1.000000;1.000000;;
1.000000;
0.000000;0.000000;0.000000;;
1.000000;1.000000;1.000000;;
TextureFilename {
"inlaser_scr_tex.png";
}
}
Material {
0.510200;1.000000;0.518400;0.500000;;
1.000000;
0.000000;0.000000;0.000000;;
0.200000;1.000000;0.200000;;
TextureFilename {
"outlaser_scr_tex.png";
}
}
}
}
}
}