← 1.20 ReplayEntropic Dev

REPLAY 1.20 · RESEARCH NOTES

The asset brain

A linked map of loading, rendering, and collision evidence.

34 notes · Latest source update
SOURCE NOTE · Updated 2026-09-28 14:20:05 UTC
On this page

Materials, Techsets, and Glass

Target-binary evidence

Atlas indexes Load_ProcessStructLayout_Material at RVA 0x7E83A0 (2,744 bytes), Load_ProcessStructLayout_MaterialTechniqueSet at 0x7EB000 (708 bytes), and Load_ProcessStructLayout_GlassWorld at 0x7279F0 (232 bytes). Their source associations point to archive_impl_r_material_db.h:9975-10050, archive_impl_r_material_db.h:10339-10362, and archive_impl_g_bsp_db.h:1739-1748, respectively. The symbol/source match class is candidate-level; see Evidence Scope.

Candidate serialized layout

  • Candidate Material: size 0x78, alignment 8. The registered record includes name, contents/surface flags, displacement and geometry type, sort/runtime/count bytes, atlas metadata, a MaterialTechniqueSetPtr, texture and constant tables, decal-volume pointer, constant-buffer references, and submaterial names. Source: archive_impl_r_material_db.h:9975-10050; core relation/table pointers at lines 10013-10047.
  • Candidate MaterialTechniqueSet: size 0x40, alignment 8. Registered fields include name, 64-bit flags, material type, a TechniqueMask, and masked technique pointers (archive_impl_r_material_db.h:10339-10362).
  • Candidate GlassWorld: size 0x10, alignment 8. It contains an XString and G_GlassData pointer (archive_impl_g_bsp_db.h:1739-1748). Glass payload internals are outside this page because the wrapper alone is not enough to claim the full glass wire layout.

Format observations

The source candidate shows a material-to-technique-set pointer plus separate texture, constant, constant-buffer, and submaterial tables. The database loader has distinct material, technique-set, and glass-world asset functions. This supports an asset relationship model, not shader-stage semantics or final runtime binding order.

Confidence and unknowns

  • High: target loader function names/RVAs exist in the exact binary Atlas index.
  • Medium: source association to generated material/glass headers.
  • Candidate only: sizes and member offsets above.
  • Unknown: exact technique mask bit ordering, string/hash serialization, texture handle encoding, constant buffer payload layout, glass payload schema, and target fastfile stream assignments.

Evidence: Evidence Scope · Atlas validation · Material loader source · Glass loader source.