Files
TeslaRel410/restoration
CydandClaude Fable 5 341a503641 BT410 5.3.33: MissileLauncher was wired to the wrong shared-data tables
MissileLauncher::DefaultData passed Subsystem::MessageHandlers and
Subsystem::AttributeIndex where every sibling weapon passes MechWeapon's --
and a launcher publishes no tables of its own, so it must chain MechWeapon's
exactly as ProjectileWeapon (its own base) does.  Wired to Subsystem's, EVERY
weapon attribute on a missile launcher resolved to nothing and the gauge read
the unbound zero cell: PercentDone, TriggerState, WeaponState,
DistanceToTarget, RearFiring.

The cockpit is what found it.  The shipped binary lights a fire-ready disc on
the STREAK 6 panel (WeaponCluster gates it on PercentDone >= 0.99) and ours
never did -- while the launcher itself reported state=Loaded recoil=0 level=1
bin=24.  A healthy weapon behind a dead binding.

  head   missing before -> after      extra
  Mfd1        8807 -> 4991            4063 -> 4003
  Mfd3        6935 -> 3174            2659 -> 2608
  Mfd2        6882 -> 6870   (unchanged -- it hosts no missile panel)

~7.6K missing pixels recovered.  The disc, its rays and the stencilled ammo
cells now draw; the digits themselves stay blank pending the ammo feed, which
is the documented inert gap in the BallisticWeaponCluster ledger.

Traces added, all env-gated on BT_VIS_LOG and kept as tooling: [warn]
(cluster percentDone/warn state) and [proj-state] (launcher state, recoil,
recharge rate, bin count) -- the pair that separated "broken weapon" from
"broken binding" in one run.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:25:53 -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.