BTPlayer::CreatePlayerVehicle reconstructed (faithful; BT411's BT_SPAWN_XZ/ BT_SPAWN_ENEMY bring-up scaffolding dropped): builds the Mech::MakeMessage from the mission game-model resource and hands it to MakeAndLinkViewpointEntity. Mech::Make = new Mech(creation_message); a staged Mech ctor chains the real JointedMover base (so the model skeleton/segments stream from BTL4.RES) then Fails. This validates the entire spawn factory chain live: CreatePlayerVehicle -> MakeAndLinkViewpointEntity -> registry -> Mech::Make -> new Mech -> JointedMover base ctor (streams the mech model) -> halts at the Mech ctor (mech.cpp:66). The Mech ctor (@004a1674, 5690 bytes -- the largest function in the game) plus the subsystem roster is the next MAJOR milestone, not a brick: it needs the full 1995 Mech member layout derived first (MECH.HPP is still reserved[331]; BT411's decomp uses raw offset pokes that can't compile fresh), the subsystem class hierarchy (only GAUSS/PPC/SENSOR survive in the 4.10 archive; the rest are the measured "917 missing functions"), and the segment-table walk. Plan + scope in MECH.NOTES.md. 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.