Files
TeslaRel410/restoration
CydandClaude Fable 5 454102ef35 BT410 5.3.116: the spectator camera direats -- BTCameraDirector reconstructed from a disassembly gap, and the donor's inverted pick caught
The two Performance bodies fell in a Ghidra gap (@004c11b3..@004c1408), so
BeABTDirector came straight off ndisasm of the shipped CODE section. The
verdict corrects the BT411 donor twice more: FUN_0049fb54 is not
'IsLiveMech' -- it is the mech DEATH-TRANSITION test (simulation state 2 or
9; its other callers strip update-record motion bits and halt motion
integration while it holds, and our own MovementMode ledger already said
so) -- and the donor's pick loop breaks on a DYING vehicle where the
binary's jz breaks on a LIVE one. The true 1995 behavior: the camera
lingers on its mech while the 30s timer runs, cuts away THE MOMENT the
followed mech starts dying, picks the first of four ranked players with a
live vehicle, and refreshes the lock during mission end. The 'BT-specific
0x15/0x34 track message' the port invented an engine substitute for IS the
engine's CameraShip::DirectionMessage -- ID 0x15 == Entity::NextMessageID,
0x34 bytes, byte-for-byte; the RP engine's own BeADirector source
(DIRECTOR.CPP survives) is the literal structural template BT overrode
(rank-0-only, 10s, no offset -> four ranks, 30s, (0,5,0) eye).

Mech::InDeathTransition lands in mech.cpp per the census (@0049fb54, 32
bytes). The ctor's replicant gate uses the binary's own flag test --
entity-side simulationFlags arrive live via the MakeMessage, unlike the
subsystem masters still waiting on the stream builders.

Stubs: 11 across 9 files (the 8 authoring CSS fns + the L4NET trio).
Pod-role soak clean; the director's live test rides the operator's
camera-egg / mission-review session.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 08:49:13 -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.