Files
TeslaRel410/restoration
CydandClaude Fable 5 3364b65ae8 BT410 Phase 5.3.1: Mech::Simulate motion core -- mech integrates motion per-frame
Installs Mech::Simulate as the mech's per-frame Performance (was DoNothingOnce).
Reconstructs the load-bearing spine of the 1995 Simulate (mech4.cpp @004ab430):
integrate the body velocity into localOrigin (linearPosition.AddScaled(..,
worldLinearVelocity, dt)) and commit the Origin to the world transform with the
engine idiom (localToWorld = localOrigin, per ENTITY.cpp:988 / MOVER.cpp:850).

Uses the NAMED engine base Mover fields (localOrigin/localToWorld/
worldLinearVelocity) -- BT411's MechBaseLayoutCheck proved the WinTesla decomp's
raw this+0x100/0x260 offsets actually stomp those base fields; the clean 1995
build addresses them by name.

- MECH.HPP: Mech Performance typedef + SetPerformance + Simulate() decl.
- MECH.CPP: SetPerformance(&Mech::Simulate) at ctor tail; Simulate body.

Verified headlessly (BT_MECH_LOG "[sim] mech pos=" 1Hz): BT_DRIVE="5,0,10"
advances the mech +5.0/s x, +10.0/s z (y fixed) = exactly the injected world
velocity; no BT_DRIVE -> worldLinearVelocity is 0, mech holds spawn pose. Zero
Fail/Exception either way. BT_DRIVE is a retained dev hook for headless motion.

Deferred (locomotion wave): gait-cycle self-propulsion feeding worldLinearVelocity
(IntegrateMotion->AdvanceBodyAnimation, steered by mapper throttle/turn), heading
integration, terrain-height drop, cockpit telemetry filters.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:45:24 -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.