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Redguard Preservation

Reference documentation for The Elder Scrolls Adventures: Redguard (1998) file formats, engine behavior, and undocumented features. The documentation covers the GOG release’s Glide renderer and notes known original-CD differences.

Reference sections

  • Engine behavior: scripting, actor animation, movement, rendering, audio, menus, and hidden cheats.
  • File formats: binary layouts for models, maps, textures, sound, saved state, and bundled support files.
  • Configuration: INI settings for worlds, combat, items, input, rendering, and menus.

Look and feel

Reproducing the look and feel explains how terrain and model lighting, fog, sky, water, texture animation, camera projection, and on-screen presentation combine, with links to each subsystem.

Starting points

TaskReferences
Load a worldRGM scenes, WLD terrain, WORLD.INI, and PVO visibility
Reproduce actor behaviorSOUP scripting, animation playback, player movement, and item attachment
Reproduce the scene rendererStart with the Glide shading overview, then follow its references to lighting, normals, textures, palettes, fog, sky and water.
Reproduce menus and presentationBook menu, HUD, subtitles, and cinematics
Inspect or convert assetsCLI usage and library API

Engine lineage

Redguard runs on Bethesda’s XnGine, a DOS-based 3D engine. Battlespire used its own build of the engine, and Redguard added 3dfx Glide support.

GameYearSOUP usageAssessment
The Terminator: Future Shock1995UnverifiedA community port drives map logic from an action-id handler table
The Terminator: SkyNET1996UnverifiedA community port drives map logic from an action-id handler table
The Elder Scrolls II: Daggerfall1996Not establishedQuests use a separately documented table-driven format
XCar: Experimental Racing1997UnverifiedNo evidence identified
An Elder Scrolls Legend: Battlespire1997UnverifiedNo script format documented; candidate for checking
Burnout: Championship Drag Racing1998UnverifiedNo evidence identified
The Elder Scrolls Adventures: Redguard1998ConfirmedUses SOUP386
NIRA Intense Import Drag Racing1999UnverifiedNo evidence identified

Terminator and Daggerfall files share structure with Redguard’s:

FormatShared structure
WLD terrainThe Terminator games use the same section layout and the same 128-entry height lookup table. Daggerfall’s WOODS.WLD uses the same container: width and height at 0x04 and 0x08, an offset list at 0x90, and a 22-byte header on each offset’s block. It stores 1000×500 cells and a 1000×500 elevation map.
3D modelsTerminator and Daggerfall .3D files place the vertex block at 0x30 and the face array at 0x3C. In v2.6 and v2.7 files the face texture field splits into an archive number (value >> 7) and a record number (value & 0x7F) in all three games.
Software texture banksTerminator TEXTURE.NNN banks use the same 20-byte directory starting at byte 26. Image width, height, data offset, frame count, and frame delay sit at the same offsets, and animated frames use the same transparent-run and literal-run row encoding.

Terminator scenes use a cell grid with linked entity lists, not RGM sections.

Related community work:

Installation contents

Main Files

FileSizeDescription
REDGUARD.EXE980 KMain game executable
RGFX.EXE1.9 MGlide (3dfx) renderer executable
DOS4GW.EXE260 KDOS/4GW protected-mode extender
3DfxSpl2.dll1.1 M3dfx Splash/Glide support library
glide2x.dll1.3 MGlide 2.x runtime
ENGLISH.RTX177 MDialogue text + voice audio container (largest file in the game)
REDGUARD.SWG / redguard.swx18,610 bytes eachSideWinder Gamepad and Freestyle Pro controller profiles
OBJECT.SAV4 KObject state persistence
*.INI—Configuration: COMBAT, ITEM, KEYS, MENU, REGISTRY, surface, SYSTEM, WORLD
*.LOG—Runtime log files (BITMAP, CAMERA, COMBAT, ERROR, EXIT, GENERAL, GRID, MAINLOOP, MENU, OBJECT, PATH, RAI, SAVEFILE, STARTUP, TESTMAPS)
*.TXT (3 files)—BETHESDA.TXT, CREDITS.TXT, ReadMe.TXT

Asset Directories

DirectorySizeFilesContents
fonts/604 K2929 .FNT bitmap font files (Arial variants, HI/LO menu fonts, Redguard-styled fonts)
fxart/102 M755Glide-version 3D assets: 204 .3DC, 65 .3D, 31 .ROB, 27 .COL, 415 TEXBSI.xxx textures, FOG.INI, more model information report
maps/12 M4527 .RGM scene files, 5 .PVO visibility octrees, 4 .WLD terrain files, 9 .TSG trigger-state files
sound/5.3 M49MAIN.SFX (all 118 sound effects), R212.WAV, Miles Sound System drivers (.mdi, .dig), OPL and AD instrument banks, PIF program settings, RST editor state, audio configs
soup386/48 K1SOUP386.DEF — script function/flag definitions for the SOUP engine
system/18 M6965 .GXA UI graphics (menus, inventory, compass, maps, skies), gui.anm, gui.lbm, pointers.bmp, SKY_61.PCX
SAVEGAME/79 M59417 save slots (SAVEGAME.000–016), each containing per-map .TSG trigger-state snapshots + LOGBOOK.TXT

Asset and support-file roles

Models, textures, fonts, UI images, maps, dialogue, sound effects, movie data, and CD music supply the content of a faithful reimplementation. Hardware configuration, audio-utility launch settings, SideWinder presets, and tool reports describe the original environment. Their layouts remain part of the format references in Bundled support resources.

The cursor file system/pointers.bmp contains a GXA archive despite its extension. fxart/fxart.txt and fxart/fxart3dc.txt are historical directory listings, and fxart/LOGFILE.TXT records collision-sphere generation. The support-file reference describes these files and the Miles setup catalog sound/MSSDRVR.LST.

Save-game containers describe SAVEGAME.SAV and the per-world .TSG snapshots. A slot’s LOGBOOK.TXT is journal content.

GOG vs original CD differences

The English CD installer contains software and Glide resources. GOG selects the Glide distribution and omits the software-specific asset directory and executable. The game data, renderer choice, configuration defaults, and host packaging are separate parts of edition compatibility.

Executables and installation layout

ResourceCD installer payloadGOG distribution
Software engineRG.EXE beside the CD installer; uses 3dart/Omitted
Glide engineRGFX.EXE beside the CD installer; uses fxart/Redguard/RGFX.EXE
Windows launcherREDGUARD.EXE in the installer cabinetRedguard/REDGUARD.EXE
Installed resourcesDATA1.CAB, including both renderer asset setsExpanded Redguard/ directory with Glide assets
Cinematics.SMK files in the CD data directoryData track of game.gog, described by game.ins
MusicRed Book audio tracks on the CDAudio tracks in the same game.gog image
Host runtimeDOS/4GW and the selected renderer’s hardware supportDOSBox configuration and Glide support libraries

RGFX.EXE is byte-identical between the English CD payload and GOG. The Windows REDGUARD.EXE launchers differ; they are not the DOS rendering executables. The CD places the DOS executables outside DATA1.CAB, so extracting that cabinet alone does not produce a runnable installation.

Renderer-specific assets

DirectoryRendererModel versionsResources
3dart/Softwarev2.6, v2.7120 v2.6 .3DC, 52 v2.7 .3D, and 27 v2.7 .3DC; ROB archives, TEXTURE.### textures, COL palettes, and SHADE.### / HAZE.### tables.
fxart/Glidev4.0, v5.0204 v4.0 .3DC, 26 v4.0 .3D, and 39 v5.0 .3D; ROB archives, TEXBSI.### textures, COL palettes, and standalone BSI images.

GOG’s fxart/ contents are byte-identical to the English CD installer payload. GOG does not include 3dart/.

The directories overlap in model names, but are not interchangeable copies. Glide includes additional standalone models; software includes additional ROB archives. Even matching names can have different geometry and animation data: TIRBA001.3DC has different face and frame counts, and NCROCK.3D has different face counts. Resolve resources within the chosen renderer’s asset set rather than substituting a same-named file from the other set.

Both model generations use renderer-specific headers and texture references. See 3D model versions. Software texture banks are named TEXTURE.###, not TEXBSI.###; changing the filename prefix does not establish format compatibility. See software texture banks and software palette lookup tables.

3dart/ contains 18 COL palettes, including art_pal.col, world palettes, and sky palettes. It does not use art_pal.col exclusively. Matching palette names can differ between renderers: NECRO2.COL and REDGUARD.COL have different contents. The Glide set contains 27 populated COL palettes and an empty CLDTEST.COL placeholder. See COL palettes.

Shared content

The English CD installer payload and GOG share byte-identical:

  • RGM scenes and their embedded scripts, WLD terrain, and PVO visibility data;
  • SOUP386.DEF, WORLD.INI, COMBAT.INI, ITEM.INI, MENU.INI, KEYS.INI, REGISTRY.INI, and surface.ini;
  • ENGLISH.RTX dialogue and speech, MAIN.SFX, and the other sound resources except the configured dig.ini and mdi.ini device selections;
  • fonts and system artwork, including title, menu, HUD, and sky images.

Renderer-specific model and texture differences therefore coexist with shared authored scenes, scripts, and presentation resources.

Configuration defaults

GOG changes these values relative to the English CD installer’s SYSTEM.INI:

Section and keyCD installer defaultGOG default
[screen] smk_interlace10
[system] fast_sound01
[3dmanager] cache_lifetime3264
[dialog] dialog_print_text01
[3dfx] resolution712

These are stored settings, not differences in the shared game scripts. animation_drive differs only in drive-letter capitalization, d:\ versus D:\. The software [screen] resolution remains 1 in both configurations. See SYSTEM.INI for field meanings and renderer overrides.

The CD cabinet’s sound/dig.ini and sound/mdi.ini contain setup comments without device selections. GOG supplies Sound Blaster device and driver settings. Hardware configuration belongs to the installation environment; it does not replace the game’s Red Book music tracks.

Cinematics, disc audio, and support files

The CD Smacker movies are byte-identical to those in GOG’s data track, including their embedded audio. GOG’s virtual disc omits the CD’s installer cabinet, DOS engines, setup files, and bundled hardware-driver installers. Its ISO9660 filenames FINDRE~1.EXE and REDGUA~1.ICO refer to the same contents as the CD’s FindRedguard.exe and RedguardCD.ICO.

An extracted CD data directory contains movies and installation files, but not the Red Book audio tracks. Mounting that directory as a CD-ROM cannot reconstruct the missing music tracks. A music-capable disc source must retain the audio tracks and their numbering; separately distributed soundtrack files are not a substitute for the disc’s track layout. See background music.

GOG adds host Glide libraries and DOSBox launch configuration. The selected Glide implementation determines the splash variant independently of the shared Glide executable. See startup presentation.