ZoneTool Map Asset Brain
A linked reference for reconstructing MW 1.20 map asset loading, serialization, and native render/physics consumption. The pages collect cross-build evidence to guide ZoneTool implementation; they do not claim live runtime validation.
Active vault location: E:\mw124-research\zonetool-asset-brain. Keep all wiki edits and links in this E: vault.
Start here
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Asset data formats — individual evidence-backed pages for map asset structures and data-format limits.
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Game-Test-only asset layouts — layouts scoped to the exact Game-Test executable and its source evidence.
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Engine Integration — asset pipeline, map loading sequence, evidence rules, and current confidence limits.
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Asset System Overview — asset-family taxonomy and verified dispatch, pool, loader, zone, and consumer links.
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Map Asset Integration — linked Load/Mark/Postload and render/collision paths, with verified edges separated from gaps.
Asset families
- XModels and Surfaces
- XModel Fastfile to DObj Flow — verified loader route and current runtime-consumer gaps.
- SModels
- CModels and Clipmaps
- Animations
- Materials, Techsets, and Glass
- GfxWorld and Brush Models
- Lighting, Light Grids, and Shadows
- Umbra and Culling
- Transient Zones
Recent verified cross-reference batches
- GlassWorld Load/Preload/Postload pointer wrappers: see Materials, Techsets, and Glass for current Replay names and the source-case
0x15→ Replay-case0x19dispatch boundary. - StreamingInfo / TransientInfo parser candidates: see Transient Zones for current q-prefixed rows, source case
0x3Fversus Replay0x43, and the unresolved relation to GfxWorld type0x20. - StaticModels collision-tile shape creation and teardown: see CModels and Clipmaps and SModels for current q-prefixed Replay rows, exact source PDB anchors, paired routes, and layout/ABI limits.
Evidence and update rules
Every page separates:
- Game-Test source evidence — PDB symbols, signatures, source UDT members, source callsites, and source executable identity.
- Replay 1.20 evidence — the target function row, disassembly/data references, observed schema and call order, and Replay executable identity.
- Cross-reference status — confirmed static correspondence, q-prefixed candidate, hold, or unresolved layout hypothesis.
- Implementation impact — what a ZoneTool serializer/loader/consumer can safely use now, and what still needs proof.
Build-specific addresses and offsets stay labeled with their executable. A source PDB offset is never silently presented as Replay ABI or serialized layout. Matching UDT offsets are hypotheses until supported by Replay code or schema evidence; matching function names do not prove runtime behavior.
Current binary identities
- Game-Test source:
E:\1-game-test\1-game_test.exe, SHA-256269D6137A465DA9D5F5DF68961000D683B9A868FDE5E7800743177C05D059E99. - Replay target:
E:\IW8\Builds\1.20-replay\game_dx12_ship_replay.exe, SHA-25668FB1CBCB2924182724004039DE55A4C50152BB6561803C4898B7930B38132F0. - Replay SQLite:
E:\IW8\Builds\1.20-replay\game_dx12_ship_replay.exe.sqlite; SQLite program MD51C238FE327F2ECC3B0DB924C5B425439.
Evidence vault
The underlying reports and machine-readable tables remain in the project evidence directory: D:\mw124\mw120rproxy\evidence\game-test-replay-crossref. Each family page links directly to those artifacts so this vault can grow alongside new reviews.