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Interstate '76 Map and Mission viewer

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I'76 Map Viewer

Browser viewer for Interstate '76 missions, rendered from the original game data (no conversion step).

No game data is included: you need your own copy of Interstate '76 (e.g. the GOG release). Requires Node 18+.

node server.mjs 8076 "D:/Games/Interstate 76"

Arguments are port and game folder (or set I76_DIR). Open http://localhost:8076 and pick a mission (#miss8/T01.MSN deep-links).

Controls: drag orbit, right-drag pan, wheel zoom, WASD/QE fly (Shift = fast), F = back to spawn.

Layout

  • src/lzo.js LZO1X/LZO1Y decompressor (ZFS compression types 2 and 4)
  • src/zfs.js I76.ZFS archive reader
  • src/vfs.js archive + .pak/.pix member index
  • src/textures.js .VQM+.CBK, .MAP, .ACT palettes (index 255 = transparent)
  • src/parsers.js BWD2 chunks: mission (WDEF/TDEF/RDEF/ODEF/LDEF), .TER, .GEO, .SDF, vehicles (.VCF/.VDF/.VTF/.TMT/.WDF/.GDF)
  • web/main.js three.js scene; the world root is mirrored on z (game data is left-handed)
  • tools/ node test scripts (game folder from I76_DIR) (test-zfs.mjs, test-parse.mjs, dump-tex.mjs, peek.mjs)

Format notes

  • Terrain: 128x128 u16 per zone, 5 m cells, height = (v & 0xFFF) * 409.5/4096 m. 80x80 ZMAP of zone indices (0xFF = empty).
  • Surface texture tiles every (pixels/10) m. Roads: RSEG strips, textures by type (0 paved r2ayr_51, 1 dirt r2dnr_37, 2 river r2wnr_39).
  • Lighting from palette slots 176 (sun), 247 (ambient), 239 (fog/background).
  • Vehicles: VCF -> VDF damage-state 0 parts (position only, no per-part rotation), WDF wheels at VDF WLOC (left = mirrored), GDF weapon meshes at HLOC by mesh type (1 top, 2 side, 3 turret). Face textures V..: BODY -> VTF map 12, others -> panel .TMT list entry 0.
  • Object/terrain layout follows Open76 (github.com/r1sc/Open76).

Not yet

Turrets (class 12) have no SDF and show as markers; damaged states and first-person cockpits are not shown; 16-bit .M16 textures are not decoded (8-bit VQM used everywhere); no LUM/TBL palette shading.

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