Six TUs born in one wave (4-agent re-hosting workflow from the BT411 donors + inline integration): BTL4GAUG (16 widget primitives + 5 connections, the TU anchor @004c3f6c), BTL4GAU2 (13 composite panel clusters), BTL4GAU3 (PilotList/PlayerStatus/SectorDisplay/MessageBoard/mapping group), BTL4RDR (the MapDisplay radar vs the authentic surviving header), BTL4GRND (the real renderer: L4LampManager + L4Warehouse + BuildConfigurationFile with the 19-entry BT registry chained onto the engine table). btl4.lib grows 7 -> 11 members; all 50 game TUs compile; link clean. VERIFIED LIVE: with L4GAUGE=640x480x16 the interpreter parses the full authentic L4GAUGE.CFG, Bhk1Init runs, ColorMapperArmor binds the live mech's damage zones by name (cross-chassis names take the authentic inert path), and the complete mutual missile fight runs with the cockpit stack updating from real combat -- 16/16 rounds, 138 zone hits, zero faults. Gauges-off regressions untouched. Engine bring-up deviation (documented): ParseAttribute normalizes unpublished attribute names to a shared writable zero cell -- the 1995 GaugeConnectionDirectOf ctor hard-derefs its source (first boot crashed there); widgets on unpublished names draw static zeros and light up automatically as the attribute waves publish the 1995 CFG spellings the bindings already carry. 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.