Reading the art settled where the titles live: qsensors/qmyomers/qermlas/ qppc/qstrk6.pcc are 299x26 TITLE BANNERS, while the qblh0..7.pcc strings the cfg hands vehicleSubSystems are 77x120 MECH ICONS (already lit by the 5.3.28 placement fix). So the authored auxScreenLabel IS the panel title -- it just belongs on the MFD panel, not only the ENG page. SubsystemCluster now builds a titleBanner child from the cached label. Placement was MEASURED against the shipped framebuffer through the A/B rig (BackgroundBitmap places by left/BOTTOM): a bring-up BT_TITLE_DY knob, then a green-pixel correlation over the title band, then baked at x+0x09, y+0xb3 from the panel origin. "SENSOR CLUSTER", "MYOMERS", "TYPE II 65 TONS" and both "ERMED LASER RANGE 500M" banners now render where the shipped binary puts them. Score progression vs the shipped cockpit on identical GAUGE content: 5.3.26 birth 90.1% identical / 82% coverage 5.3.28 authored screens 93.2% / 85% 5.3.29 titles tuned 94.8% / 91% Also: grab.ps1 now focuses the target window before capturing -- the screen-copy grabbed whatever was in front, which cost two junk captures (a white frame and an unrelated 3-D app window). Gauge fight 11/11 rounds and smoke both clean, zero faults. 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.