pod_render_twist.conf isolates it -- throttle and turn zero, torso sweeping, [sim] confirming spd=0, so only the torso joint can move the view. Five frames across a full sweep differ by 0-74 pixels: the view does not move. The same run's telemetry has the twist sweeping the full authored range (-0.895 to -0.022 rad, cmdL/cmdR alternating, joint resolved) and the bridge reports anim_abs=1, joints=0 -- only the root articulates. The cause: RecurseSKLFile builds each skeleton node's DCS with a baked matrix and flushes it once at build time, and nothing re-flushes a node when its joint angle changes. TorsoSimulation faithfully calls SetRotation() every frame, updating the Joint object, but no renderable reads that back into the node's dpl_DCS. The simulation twists; the board never hears. The missing piece is the per-frame joint renderable -- the engine's ChildOffsetRenderable family (L4VIDRND.CPP:930) exists for exactly this, and our RootRenderable already proves the pattern for the hull. That one brick unlocks the torso twist (and the cockpit eye panning with it, since the eye hangs off that chain), the leg gait, and weapon-pod aim. Until then the mech translates through the world as a rigid body -- which is what every frame so far has shown. 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.