Files
TeslaRel410/restoration
CydandClaude Fable 5 5e9f191e0b Add TREK.SCN restoration: converter and WebGL viewer
Parses the DIV-VIZ2 formats (VGF geometry, VMF materials, TGA
textures, SPL splines, SCN scenes) from the STDAVE directory of the
Glaze drive and re-renders VWE's unreleased 1996 Star Trek pod
scenes in a self-contained WebGL page: the Enterprise-D among
drifting starfields (TREK.SCN) and the Klingon flyby (KLNGVID.SCN).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 15:19:52 -05:00
..

TREK.SCN Restoration

A modern re-rendering of the unreleased Star Trek simulator-pod scenes found in the STDAVE directory of the Glaze developer drive (see HISTORY.md). The original scenes ran on Division Ltd.'s dVS pixel-pipeline hardware in 1996; this restoration parses the original data files and re-renders them in WebGL, in the browser.

Files

  • trek-scn.html — the finished, self-contained viewer (open in any browser; no server needed). Renders TREK.SCN (the Enterprise-D among three parallax layers of drifting stars) and KLNGVID.SCN (a Klingon cruiser at rest while two more drift past on spline paths). Fly camera: drag to look, WASD to fly.
  • convert.py — the converter. Parses the DIV-VIZ2 text formats from the drive dump (expects it at ..\sda4\STDAVE) and emits trekdata.json:
    • .VGF geometry (vertex pools + polygon connection lists, converted from Wavefront OBJ in 1996 by Ken Olsen's obj2vgf)
    • .VMF materials (ambient/diffuse/emissive, shading ramps, texture bit-slice references)
    • .TGA textures (decoded and re-encoded as PNG data URIs)
    • .SPL splines (starfield drift paths, ship flyby paths)
    • .SCN scene scripts (camera, lights, fog, object placements)
  • viewer_template.html — the viewer source with a %%DATA%% placeholder; convert.py's JSON output is injected to produce trek-scn.html.

Rebuild

python convert.py
python -c "open('trek-scn.html','w',encoding='utf-8').write(open('viewer_template.html',encoding='utf-8').read().replace('%%DATA%%',open('trekdata.json',encoding='utf-8').read()))"

Fidelity notes

Faithful: vertices, triangles, material colors, textures, fog and light parameters, star paths and layer speeds, camera start positions — all from the original files. Approximated: Division's shading ramps and rasterizer behavior, point-sprite star sizes, ship motion timing (original simulation ran at 30 Hz). Not simulated: the event-driven SPECIALFX particle effects.