Files
TeslaRel410/restoration
CydandClaude Fable 5 0bc2c04b03 BT410 5.3.134: the mech could run all along -- the gait "shortfall" was my own soak harness fighting the measurement
The top open question from 5.3.128 is closed, and not in my favour.  I
reported that the mech demands 35.9 u/s while the gait delivers 7.0 and
filed it as a possible gait defect.  The run I took that from was
pod_render_telem, which still had BT_SUPERSTOP_SOAK hauling the throttle
to -0.5 every six seconds: the mech was never given time to reach speed,
and every sample caught the first seconds of a climb about to be thrown
into reverse.

BT_GAIT_LOG -- new, state-change-triggered so a long run stays readable
-- on a clean full-throttle run shows the ladder working exactly as
designed: 0 -> 5.7 -> 17.0 (the walk-to-run step) -> 25.5 -> 35.7 ->
44.35 against a target of 44.837, with leg and body cycles converged and
six clip transitions along the way.  runSpeedMax reads 80.06, raised off
its unsourced default by the myomers, which is the 5.3.129 landing doing
its job.

So the instability model pinning high during a climb was correct all
along: a mech demanding far more speed than it has IS gunning the
engine.  Nothing to fix in the gait or the instability model.

Method lesson recorded in the notes: I took a measurement from a rig
whose harness was actively fighting the thing being measured, then wrote
it into the notes, a commit message and memory as an open defect.  Only
the hedge kept it from becoming received wisdom.  Check what else the
conf is driving before recording a number as evidence.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 22:41:10 -05:00
..

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 19941997; 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: text VGF/VMF (DIV-VIZ2 geometry/materials, both the 1995 VERSION 2:07 and 1996 02:05 dialects, with header SCALE support), binary BGF/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 — plus TGA and raw SVT textures, SPL splines, and SCN scene scripts.
  • audit.py — scans every .SCN on 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) into allscenes.json, resolving models/materials/textures across the drive and this repo's CONTENT dirs.
  • gallery_build.py — curates scenes from allscenes.json into the self-contained vwe-archive.html (via gallery_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.