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>
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.