The per-contact responder (@004abb40), overriding the engine's protected
virtual per the MECH4.NOTES.md decode:
THE SEPARATING GATE: a contact whose relative velocity points away from
the surface ((normal . rel) < -1e-4) is skipped entirely -- no damage
while pulling apart.
MECH-VS-MECH: another mech takes the collision damage too, zone -1, its
own cylinder resolving where the ram landed. Both sides of a ram hurt,
and both route through the 5.3.100 economy, so a ram rattles rather than
executes.
THE CRUSHABLE SENTINEL: a CulturalIcon takes its crunch dispatch, and one
WITHOUT the StoppingCollisionVolume flag then sets the amount to exactly
0.00123f -- Simulate's response block reads that value as "the move
stands", restores the post-snap saves, and drives on through. Trees
fall; walls do not.
THE CONTACT ACCUMULATOR feeds the audio-bound collisionState indicator
(0->1 fires the impact sound once per contact, not per frame) and
captures the impact speed for the authored volume/brightness scales.
[T3 simplification, tagged in source: the authentic InitialHit/Slide
split keys StaticBounce's OUT coefficients against an unidentified
literal @0x4ac048.]
LIVE, one arena run, all three behaviours in the wild and zero deaths:
[crash] CRUNCH (crushable) at (371.551,-102.862) <- drove through it
[colldmg] rattle 1.72691 pts in 3 sub-hits
[crash] BLOCK dmg=47969.6 iv2=932.659 KNOCKDOWN <- wall still walls
[crash] BLOCK dmg=630 iv2=12.5 (x5, free taps) <- grind still free
STAGED remainder, named in MECH4.NOTES.md: the gyro crunch feed (torque 0.4
/ impulse 0.2 -- the gyro is a feel-wave stub), and the authentic
InitialHit/Slide split pending the @0x4ac048 literal.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scene Restorations
Modern re-renderings of the Division dVS scenes recovered from the Glaze developer drive (see HISTORY.md) and this repo's CONTENT tree. The originals ran on Division Ltd.'s pixel-pipeline hardware in 1994–1997; these tools parse the original data files and re-render them in WebGL, in the browser.
Viewers (open in any browser, fully self-contained)
vwe-archive.html— the Scene Archive: 26 curated scenes across all projects — Star Trek (Enterprise-D, Klingon flyby), Hull Pressure (sea demos, fish schools, sunken temple), BattleTech (polar map with mech lineup, Ravine and desert maps, stadium), Red Planet (Blade arena, the Mars canal milestone demo), and the Canyon/Maya-temple Division demos. Fly camera: drag to look, WASD to fly, R resets.trek-scn.html— the original standalone Star Trek restoration (TREK.SCN and KLNGVID.SCN).
Toolkit
divformats.py— parsers for every Division format found on the drive: textVGF/VMF(DIV-VIZ2 geometry/materials, both the 1995VERSION 2:07and 199602:05dialects, with header SCALE support), binaryBGF/BMF(DIV-BIZ2) — the binary block-stream layout was recovered from Division's own reader source (DPL3/BIZREAD.C, 1994), including all 14 vertex layouts, pmesh/tristrip/polygon connectivity, LOD blocks (newer writers nest patches inside LODs; the largest LOD is taken), and embedded materials/textures/ramps — plusTGAand rawSVTtextures,SPLsplines, andSCNscene scripts.audit.py— scans every.SCNon the drive and reports what fraction of its geometry survives, and in which format.extract_all.py— extracts every scene with ≥60 % of its geometry recoverable (108 of 241 on the drive; the rest reference lost models) intoallscenes.json, resolving models/materials/textures across the drive and this repo's CONTENT dirs.gallery_build.py— curates scenes fromallscenes.jsoninto the self-containedvwe-archive.html(viagallery_template.html).convert.py/viewer_template.html— the original single-scene Star Trek pipeline.
Rebuild
python extract_all.py # requires the sda4/ drive dump beside this repo
python gallery_build.py
Fidelity notes
Faithful: vertices, triangles, material colors and shading ramps, textures,
fog and light parameters, spline motion, camera start positions. Approximated:
Division's rasterizer behavior, point sizes, timing (originals ran at 30 Hz).
Not simulated: event-driven SPECIALFX particles. A few dev scenes had camera
start positions inside geometry; those get overridden or auto-framed cameras
(see START_OVERRIDE in gallery_build.py). Scenes missing one or more
models from the drive say so in their header.