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>
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). RendersTREK.SCN(the Enterprise-D among three parallax layers of drifting stars) andKLNGVID.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 emitstrekdata.json:.VGFgeometry (vertex pools + polygon connection lists, converted from Wavefront OBJ in 1996 by Ken Olsen'sobj2vgf).VMFmaterials (ambient/diffuse/emissive, shading ramps, texture bit-slice references).TGAtextures (decoded and re-encoded as PNG data URIs).SPLsplines (starfield drift paths, ship flyby paths).SCNscene scripts (camera, lights, fog, object placements)
viewer_template.html— the viewer source with a%%DATA%%placeholder;convert.py's JSON output is injected to producetrek-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.