Files
TeslaRel410/restoration
CydandClaude Fable 5 f760d16558 BT410 notes 5.3.136: the ammo cook-off, decoded -- the mech has never been able to suffer an ammo explosion
Asking what an AmmoBin does with the gun heat alarm that 5.3.132 brought
to life turned up an entire mechanic that has never run here, dead for
two independent reasons: the watch link was unbound so the mirrored
alarm never left NormalHeat, and our AmmoBin has no Performance at all
where the binary installs one.

The trigger: when the gun a bin feeds goes into HEAT FAILURE, the bin
latches a randomised countdown.  Heat clearing cancels it; expiry
destroys the bin and detonates it.  The damage is authored per round and
scaled by rounds remaining, so a full bin guts the mech and a nearly
empty one barely coughs.  The blast is then SHARED -- divided by the
number of targets, not applied whole to each -- and every victim is
announced with the authentic string "ammo explosion damaging <name>",
which is what confirmed the whole reading.

One identity is deliberately left unpinned: what the collector iterates
and what its 0x4e filter selects.  It is not a classID, and the
per-victim reads look more like damage zones than subsystems.  Guessing
would produce a plausible mechanic that damages the wrong things --
precisely the failure this project keeps catching -- so the collector
gets read first and the whole thing lands in one piece.

Worth noting the shape: two dead systems in series were hiding a third.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 23:00:26 -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.