Files
TeslaRel410/restoration
CydandClaude Fable 5 33fd921cea BT410 5.3.89: the hit-location cylinder MEASURED -- 18 tables, 8 distinct, and two chassis that never twist
The operator recalled the damage model as "a pie wedged cylinder" and asked
how it maps across the mechs.  It is exactly that, and the shipped data is now
extracted rather than described.

dmgscan.py brute-forces every offset in BTL4.RES and accepts a candidate only
if the ENTIRE nested type-29 structure parses -- thresholds strictly ascending
and terminating at exactly 1.0, zone indices in range, names NUL-terminated.
A wrong format guess cannot survive that, so finding exactly 18 tables -- the
count DAMAGE-MODEL.md already claimed from an independent reversal -- is a
confirmation of the format, not a coincidence.

MEASURED: 18 tables, every one 7 bands x 8 wedges = 56 cells.  Only EIGHT are
distinct by content; the other ten are duplicates.

  22 zones  4 twisting  x3  Avatar / Mad Cat class -- table A
  22 zones  4 twisting  x2  Avatar / Mad Cat class -- table B
  21 zones  4 twisting  x3  Loki
  22 zones  4 twisting  x2  Thor
  21 zones  4 twisting  x2  SND2
  24 zones  4 twisting  x2  Battlemaster / Vulture
  20 zones  0 twisting  x2  Black Hawk
  17 zones  0 twisting  x2  Owens

BLACK HAWK AND OWENS ROTATE NO BAND WITH THE TORSO.  Every other chassis
rotates its upper four.  That is a real behavioural difference in the shipped
data, not an absence of it.

The zone COUNTS match the per-chassis .SKL dz_ sets exactly, which is what
lets a table be fingerprinted back to a chassis.  It is not always unique --
Avatar and Mad Cat share a zone set but have two DIFFERENT tables, and no
chassis name sits near the stream, so they are recorded A/B rather than
guessed.  Stated as undetermined in both the notes and the visual.

THE GEOMETRY, now named: 18 wedge names in six anatomical rings (Foot, Leg,
Hip, Waist, Chest, Top).  Slot 0 starts at angle 0 spanning 45 degrees, so
under atan2(z,x) the mech's +X is right and +Z is front.  Each named face
covers TWO adjacent wedges (Right = 7,0 / Front = 1,2 / Left = 3,4 / Rear =
5,6) -- so dead ahead is the SEAM between two Front cells, never the centre of
one.  Bands 0-2 are chassis-fixed; the live torso twist is added to the impact
angle before the wedge pick on the rest.

And the scatter is generous in a way worth knowing at the controls: a clean
foot-wedge hit is only 50% that foot, 30% the lower leg, and 20% of the time
the OTHER foot entirely.

ALSO: an interactive plate of all of it -- every cell of all 8 tables, plan and
elevation, and a twist slider that rotates the upper bands live -- published
for the playtesters.  Its dataset regenerates from dmgscan.py.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 23:10:41 -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.