Files
TeslaRel410/restoration
CydandClaude Fable 5 5769208ec0 BT410 5.3.124: one ladder to rule the valves -- MoveValve unifies onto the coolant priorities, and valveState retires
The condenser valve button and the mech's BalanceCoolant now drive ONE
mechanism, as the binary does: MoveValve (@004ae464) steps the
heatable-base coolantPriority through the authentic 0 -> 1 -> 5 -> 50 -> 0
ladder and calls the mech's RedistributeCoolantShares (@0049f788);
valveState and the condenser-local renormalization are gone.
RecomputeValves survives only as the [T3] conduction-flow bridge: the
fight-verified pump (5.3.12-15 byte curves) consumes a CONDENSER-relative
fraction, refreshed from the redistribute tail -- numerically identical
to the old math, since non-condenser priorities cancel in the ratio.

Registration caveat recorded: the @0x50e534 name table sits in the HEAT
TU statics but its owning class is not proven, so the handler stays on
Condenser id 4 (the live-verified streamed binding).

Soak (pod_render_valve.conf, BT_PRESS_VALVE + BT_PRESS_BALANCE): spawn
equal split (total 20, flows 6 x 0.166667) -> valve press (Condenser1
priority 5, total 24, flows 0.5 / 5 x 0.1 -- the exact predicted ratios)
-> balance press restores the equal split, crash-sig 0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 08:17:50 -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.