Files
RP412/tools/resbuild/recovered/VTVEXT.SCP
T
CydandClaude Opus 5 8e2e00d8d3 The resource pipeline builds again
RPL4.RES is compiled from authored sources by RPL4TOOL -b, the original 1996
resource tool, which still builds in this tree. That pipeline did not work:
the tool aborted on the very first model, so the resource file could only be
consumed, never regenerated. Content could not be changed at all.

It died in PlugStream_FindEntryAndWriteObjectID resolving resource=
Translocation01 from AUDIO/PLYINT.SCP, a name defined in no file under
CONTENT/RP. The obvious suspect was the AWE32 soundbank path, since
AudioCard::LoadSBK is stubbed to return 1 by the Win32 port - but that is a
red herring. Supplying the banks changes nothing because nothing reads them
at build time. CreateStaticAudioStreamResource opens audio\static.scp, which
declares all 154 patch resources as plain text mapping each name to a bank
and patch number, and CONTENT/RP simply does not have that file. The sda4
developer drive does. Two more scripts included by 27 vehicles, VTVINT.SCP
and VTVEXT.SCP, were missing the same way. All three are kept in recovered/
because they are the keystone and are small.

No engine change was needed. The pipeline was missing content, not code.

build-res.ps1 assembles a build tree from the 4.10 content, those three
scripts, and the soundbanks and ~547 VIDEO files that RP412 ships complete
and the content tree does not. It never overwrites an authored file with a
shipped one, so archival content stays authoritative where it exists.

A model missing a skeleton is dropped SILENTLY - the tool logs and carries
on, producing a resource file with fewer models rather than failing. Check
the model count, which is why the script reports unresolved inputs.

-RestoreCutVehicles uncomments dark, blkspk and blktrn, three vehicles taken
out of the .bld after 4.10 shipped with their model ids left in place. All
three build clean and take the count from 42 to 45, exactly retail's, each
with its full subsystems, segments, damage zones and control mappings.

What this cannot do yet: eleven maps have no source. Five survive only on the
sda4 drive in a 1996 state older than retail, and otto, frstrm, burnt,
brewers, headoff and headmf are gone entirely - the .CAM cameras and .XST
existence boxes are here but the .MAP files are not. So a build from these
sources yields 45 models and zero maps against RP411's nine, and is not yet a
drop-in replacement for assets/RP411/RPL4.RES.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-06 17:12:00 -05:00

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#
#------------------------------------------------------------------
# External VTV Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Engine combo component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=EngineComboExt01
priority=1
mix_presence=2
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=EngineComboComponent
#
# Collision component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=CollisionExt01
priority=1
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
name=CollisionComponent
#
# Booster component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=BoosterExt01
priority=1
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
name=BoosterComponent
#
# Booster loop component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=BoosterLoopExt01
priority=1
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
name=BoosterLoopComponent
#
# Death component1
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=DeathExt01
priority=1
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=2.0
name=DeathComponent1
#
# Death component2
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=DeathExt01
priority=1
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=-200
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=2.0
name=DeathComponent2
#
# Horn component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=Horn01
position=0
priority=1
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=HornComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Engine combo : amplitude smoother -> amplitude
#
[AudioControlSmoother]
audio_component=EngineComboComponent
number_of_samples=4
control_ID=3
name=EngineComboAmplitudeSmoother
#
# Engine combo : amplitude mixer -> amplitude smoother
#
[AudioControlMixer]
audio_component=EngineComboAmplitudeSmoother
first_input_control_ID=100
last_input_control_ID=103
output_control_ID=3
name=EngineComboAmplitudeMixer
#
# Engine combo : linear acceleration -> amplitude mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalAcceleration
motion_type=0
motion_value=3
audio_component=EngineComboAmplitudeMixer
attribute_value_boundary1=0.0
attribute_value_boundary2=7.0
control_ID=3
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.2
dump_value=0
#
# Engine combo : linear velocity -> amplitude mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=EngineComboAmplitudeMixer
attribute_value_boundary1=0.0
attribute_value_boundary2=250.0
control_ID=3
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.2
dump_value=0
#
# Engine combo : linear velocity -> pitch
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=EngineComboComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=250.0
control_ID=4
control_value_boundary1=-700.0
control_value_boundary2=1200.0
exponent=0.5
dump_value=0
#
# Engine combo : linear velocity -> filter
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=EngineComboComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=250.0
control_ID=5
control_value_boundary1=1.0
control_value_boundary2=0.78
exponent=2.0
dump_value=0
#------------------------------------------------------------------
#
# Collision : resource select
#
[AudioResourceSelector]
audio_source=CollisionComponent
audio_resource_index=CollisionExtIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=CollisionResourceSelect
#
# Collision : collision speed -> resource select
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
motion_type=0
motion_value=3
audio_component=CollisionResourceSelect
attribute_value_boundary1=2.0
attribute_value_boundary2=30.0
control_ID=100
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.3
dump_value=0
#
# Collision : collision speed -> attack time
#
[!AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=30.0
control_ID=7
control_value_boundary1=0.18
control_value_boundary2=0.0
exponent=0.2
dump_value=0
#
# Collision : collision speed -> attack volume
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionComponent
attribute_value_boundary1=2.0
attribute_value_boundary2=30.0
control_ID=6
control_value_boundary1=0.9
control_value_boundary2=1.0
exponent=0.5
dump_value=0
#
# Collision : linear velocity -> pitch
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CollisionComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=200.0
control_ID=4
control_value_boundary1=0.0
control_value_boundary2=-400.0
exponent=0.3
dump_value=0
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Engine combo trigger
#------------------------------------------------------------------
#
# HACK - seem to require this for when the replicant first appears
[AudioControlSend]
audio_component=EngineComboComponent
control_ID=1
control_value=0.0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=EngineComboComponent
trigger_state=0
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=EngineComboComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Collision trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Entity
attribute=CollisionState
audio_component=CollisionComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.5
dump_value=0
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioLogicalTrigger]
subsystem=Entity
attribute=BoosterOn
audio_component=BoosterComponent
attribute_match_value=1
control_ID=1
control_value=0.0
dump_value=0
[AudioLogicalTrigger]
subsystem=Entity
attribute=BoosterOn
audio_component=BoosterComponent
attribute_match_value=0
control_ID=2
control_value=0.0
dump_value=0
[AudioLogicalTrigger]
subsystem=Entity
attribute=BoosterOn
audio_component=BoosterLoopComponent
attribute_match_value=1
control_ID=1
control_value=0.0
dump_value=0
[AudioLogicalTrigger]
subsystem=Entity
attribute=BoosterOn
audio_component=BoosterLoopComponent
attribute_match_value=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Death trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent1
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent1
trigger_state=2
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent2
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent2
trigger_state=2
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Horn trigger
#------------------------------------------------------------------
#
[AudioIntegerTrigger]
subsystem=Entity
attribute=HornBlast
audio_component=HornComponent
attribute_value_threshold=0.0
control_ID_on=1
control_ID_off=2
control_value_on=0.0
control_value_off=0.0
inverse_trigger=0
dump_value=0