With every authored watcher resolving, the pod run reaches the mission, draws the FULL COCKPIT with the board booted and audio running, and exits GAME-RC=0 with no Fail. It builds no 3-D scene, and the engine says why: Entity 1:1 class3035 couldn't figure out how to MakeEntityRenderables L4VIDEO.cpp couldn't load object sky.bgf (then the whole arena) NULL instance VideoRenderer::MakeEntityRenderables (VIDREND.CPP:231) is the BOTTOM of a virtual chain -- its comment says so outright -- and BTL4VideoRenderer does not override it, so every entity falls through, no scene graph is built, and the geometry that would hang off it never loads. CORRECTS an earlier note in the roadmap: I recorded the first full-rig run as proving '.BGF loading was never a reconstruction problem, only a missing bridge', because the complaint count was zero. It was zero because the run Failed at a watcher long before reaching geometry. Now that it gets there, the loads are attempted and fail -- for want of renderables, not the bridge. Next brick is the real btl4vid body, shape pinned by the surviving sibling header RPL4VID.HPP: override MakeEntityRenderables, plus ReadSKLFile / RecurseSKLFile to walk the .SKL skeleton pages into a dpl_DCS hierarchy and load the .BGF geometry per node. Renderable content from the BT411 donor. 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.