Earthsiege models & animations

Original model hierarchies · X/Y ground plane, Z up
ModelVariants

Drag to orbit; wheel to zoom. The camera stays fixed during animation. Thumbnails use a fixed angle and default pose/loadout.

Variant thumbnails

Animation, damage & rendering controls
Rendering, animation & preview scope

Lighting uses the original directional light, fixed-point intensity rules, palette ramps and texture remaps. Full bright mode shows the unlit artwork. Day, dusk and night use the original mission palettes, with normal or low visibility in desert, temperate, ice or urban environments. Shading distance applies the original per-object colour ramps while keeping the model at inspection size, even beyond its original draw cutoff. It does not move the camera or select a lower-detail model. In the original game, distance haze changes shaded polygon colours but does not fade textures; textured faces retain their light-level shading. Material IDs stay constant across a polygon; only Gouraud shading interpolates palette indices. Inspection modes use near-distance environment material ramps; mission modes also apply distance shading to HERCs and flyers. Automatic palette selection chooses desert, temperate, ice or urban colours for each terrain set. Camouflage is part of the original textures; the former extra speckling from interpolated material indices has been fixed.

This browser uses WebGL triangles and a depth buffer. The native C++ renderer separately reproduces the original painter order and software pixel coverage. Dynamic effect lights, secondary smoke, flying debris and collisions are not simulated in this inspection preview. Rendering analysis · Lighting analysis

Sequences use authored frame durations, transition points, reverse playback and verified fixed-point pose blending. Gameplay can vary their rate. Movement examples run the original controller at nominal 100 ms steps. Apply world movement shows the verified displacement and rotation against a fixed reference grid; the default keeps the model in place. Fit travelled path is an explicit camera adjustment. Exact destination-frame requests stop at the requested authored frame when reachable. Damage previews show captured post-impact cells and missing weapons; they do not animate falling parts. Captures originated with the starting loadout; changing equipment here only changes its visible model. Explosion playback advances the original primary cell/countdown controller.

Names, categories, loadout sources and remaining boundaries

Hierarchy & animation metadata