# TREK.SCN Restoration A modern re-rendering of the unreleased **Star Trek** simulator-pod scenes found in the `STDAVE` directory of the Glaze developer drive (see [HISTORY.md](../HISTORY.md)). The original scenes ran on Division Ltd.'s dVS pixel-pipeline hardware in 1996; this restoration parses the original data files and re-renders them in WebGL, in the browser. ## Files - **`trek-scn.html`** — the finished, self-contained viewer (open in any browser; no server needed). Renders `TREK.SCN` (the Enterprise-D among three parallax layers of drifting stars) and `KLNGVID.SCN` (a Klingon cruiser at rest while two more drift past on spline paths). Fly camera: drag to look, WASD to fly. - **`convert.py`** — the converter. Parses the DIV-VIZ2 text formats from the drive dump (expects it at `..\sda4\STDAVE`) and emits `trekdata.json`: - `.VGF` geometry (vertex pools + polygon connection lists, converted from Wavefront OBJ in 1996 by Ken Olsen's `obj2vgf`) - `.VMF` materials (ambient/diffuse/emissive, shading ramps, texture bit-slice references) - `.TGA` textures (decoded and re-encoded as PNG data URIs) - `.SPL` splines (starfield drift paths, ship flyby paths) - `.SCN` scene scripts (camera, lights, fog, object placements) - **`viewer_template.html`** — the viewer source with a `%%DATA%%` placeholder; `convert.py`'s JSON output is injected to produce `trek-scn.html`. ## Rebuild ``` python convert.py python -c "open('trek-scn.html','w',encoding='utf-8').write(open('viewer_template.html',encoding='utf-8').read().replace('%%DATA%%',open('trekdata.json',encoding='utf-8').read()))" ``` ## Fidelity notes Faithful: vertices, triangles, material colors, textures, fog and light parameters, star paths and layer speeds, camera start positions — all from the original files. Approximated: Division's shading ramps and rasterizer behavior, point-sprite star sizes, ship motion timing (original simulation ran at 30 Hz). Not simulated: the event-driven SPECIALFX particle effects.