Files
TeslaRel410/restoration
CydandClaude Fable 5 7b57f6b059 BT410 5.3.125: the pilot punches out -- the effectiveness census and EjectPilot complete the authentic message roster, 6 of 6
The combat-effectiveness census (@0049fa1c, the master perf's opening
call) runs at the top of every Simulate frame: a mech is combat-
INEFFECTIVE when its working weapons fall below the ctor-hardcoded
minimum of 2 (+0x448, part_012.c:15749 -- a weapon works when not
destroyed and not a dry launcher, fire state 7 == our NoAmmoState
exactly), when no generator survives (state != 1 and generator state !=
GeneratorFailed -- the binary's +0x210 != 4, our enum value matching),
when the aggregate bank's coolant fraction drops below 0.05 (@0049fb50),
or when limping without the crouch cell held.  Census corrections over
the first read: 0xBBE is the AGGREGATE HEATSINK BANK (coolant fraction,
not generator charge) and 0xBC1 is the GENERATOR (count, not coolant
units) -- both re-pinned through our own classID map.

EjectPilot (@0049f854, id 0x19) consumes it: only a CRIPPLED mech that
is not already dying may eject -- mode 10 (EJECTED, the reason
IsMechDestroyed tests >= 9), the mapper's eject latch (+0x258), and a
self-dispatched explosive TakeDamage (type 2, zone -1 through the
cylinder resolver at the mech's own position).  Staged with the decode
recorded: the damage amount (the binary reads a bound cell through
mapper+0x208 -- no game-side writer exists, the mapper binding-loop
decode will name it) and the score notify (@00429078 + app+0x20 vcall,
event code 5).

Soak (pod_render_eject.conf, BT_FORCE_CRIPPLED + BT_PRESS_EJECT): the
census reads the real roster (weapons=6 generators=4 bank=1.0), the
press runs the whole chain -- eject, vital kill through the cylinder
table, VehicleDead, +5s respawn, HEALED at a fresh drop zone --
crash-sig 0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 13:39:24 -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.