1

Topic: Long lost levels rediscovered!

So yeah guys I just restored 5 Lost Jade Gully levels into Unreal 4! These were never seen before! I only just looked at what was in them 2 days ago for the very first time. They were buried in the Point of view files. But these are STI engine level files, and they run in V53 of the Level editor.
Please excuse the background( err Unreal 4 default background), and incorrect lighting. (still need to do lighting universally for all levels. That's on the to do list.)
This is the first underwater level I've seen besides the Blue Ocean level which is so early and does not really look like anything underwater.
( Please note) that the front face textures on the item monitors are my creations, since I do not have the original texture files for them.
The def files ask for the monitor icons specifically, that's how I know they are monitors. XD

(Also something interesting to point out, there was a file path that pointed to someone named Rick,  ( 1_T\1_T\RICK\w2\Watr01f1) that's the first time I seen a name inside a def file. XD)

Here we see the Lightbug badnik. I personally never seen him placed in any levels, and always assumed that the many unused badniks never made it into actual levels. I was sooo wrong!
http://i.imgur.com/nCNxozB.png

Just a screenshot, check out the item monitor to the front and  left. Also the hieroglyphics to the right.
http://i.imgur.com/GNnrffx.png


Another Unused Badnik......The Piranha!
http://i.imgur.com/vzvMgGw.png

View of some collectables. And a wire mesh in front of an underground tunnel.
http://i.imgur.com/9KKMCNp.png

Secret 1 up hidden behind a wooden gate
http://i.imgur.com/XGDyUwO.png


Besides Jade gully there are a few other levels that I can restore. But they will have to wait for a later time

AXSX Lead

2

Re: Long lost levels rediscovered!

Andrew75 wrote:

So yeah guys I just restored 5 Lost Jade Gully levels into Unreal 4! These were never seen before! I only just looked at what was in them 2 days ago for the very first time. They were buried in the Point of view files. But these are STI engine level files, and they run in V53 of the Level editor.
Please excuse the background( err Unreal 4 default background), and incorrect lighting. (still need to do lighting universally for all levels. That's on the to do list.)
This is the first underwater level I've seen besides the Blue Ocean level which is so early and does not really look like anything underwater.
( Please note) that the front face textures on the item monitors are my creations, since I do not have the original texture files for them.
The def files ask for the monitor icons specifically, that's how I know they are monitors. XD

(Also something interesting to point out, there was a file path that pointed to someone named Rick,  ( 1_T\1_T\RICK\w2\Watr01f1) that's the first time I seen a name inside a def file. XD)

Here we see the Lightbug badnik. I personally never seen him placed in any levels, and always assumed that the many unused badniks never made it into actual levels. I was sooo wrong!
http://i.imgur.com/nCNxozB.png

Just a screenshot, check out the item monitor to the front and  left. Also the hieroglyphics to the right.
http://i.imgur.com/GNnrffx.png


Another Unused Badnik......The Piranha!
http://i.imgur.com/vzvMgGw.png

View of some collectables. And a wire mesh in front of an underground tunnel.
http://i.imgur.com/9KKMCNp.png

Secret 1 up hidden behind a wooden gate
http://i.imgur.com/XGDyUwO.png


Besides Jade gully there are a few other levels that I can restore. But they will have to wait for a later time

So, monitors were going to be used?

G O T T A   R U N   Q U I C K L Y

3

Re: Long lost levels rediscovered!

I don't know if they were or not, because they also had item collection spheres in other levels too!

AXSX Lead

4

Re: Long lost levels rediscovered!

Andrew75 wrote:

I don't know if they were or not, because they also had item collection spheres in other levels too!

Well, that would be confusing, wouldn't it? I think the rotating spheres were honestly a better idea.

G O T T A   R U N   Q U I C K L Y

5

Re: Long lost levels rediscovered!

Is that a other Acts of Jade Gully? We don't need Monitors, we have to put Item Shperes in that.

http://i628.photobucket.com/albums/uu4/Flamey2010/Project%20AXSX%20Forum%20Signature_zpstrqs49ns.png?t=1486940946
http://i.imgur.com/7zkiG.gif

6

Re: Long lost levels rediscovered!

I don't think its an act 2, the textures are so inconsistent with the jade gully that has expanding paths, I don't think Xtreme knew what it was trying to be lol

AXSX Lead

7

Re: Long lost levels rediscovered!

Andrew75 wrote:

I don't think its an act 2, the textures are so inconsistent with the jade gully that has expanding paths, I don't think Xtreme knew what it was trying to be lol

Maybe merge some levels with other levels? It could work, and I did think Act 1 was a little too short to learn the basics of the game.

G O T T A   R U N   Q U I C K L Y

8

Re: Long lost levels rediscovered!

Here is something more interesting !
also I'm copy pasting this from assembler where I posted it before and too lazy/ tired to edit it for this forums here, so kind of a recap!

Buried deep in the recesses of the V037 Release we did. there were some levels that did not belong to the POV or STI's V037/040 builds, but rather they belonged to a later build of the engine. Somewhere from around Version 042 or up. STI's team stopped labeling the .def files after V042 for some reason even though there were builds of the engine past V053. or maybe the def file format was V042? while engine had different versions ? I'm not sure what was going on with that.

Here are the 5 Jade Gully Act 2 level subsections that I had restored recently that I had meant to restore much sooner.
At first I was just restoring them and than showed a friend (SonicGenesis89) some screens of the level in Unreal 4. She replied. "That looks a lot like Yasuhara's Jade Gully concept art with the water wheel" and so we looked at the concept art and sure enough they matched pretty damned close! Anyways these are the first levels I've seen that have a corresponding concept art set.

Jade Gully Act 2-1

http://i.imgur.com/R7hhqWe.png
http://i.imgur.com/vnQbirK.gif
http://i.imgur.com/DABN1dv.gif
http://i.imgur.com/iX3QR6f.gif
http://i.imgur.com/ZbQzPks.png

Jade Gully Act 2-2
http://i.imgur.com/AezTBs4.png
http://i.imgur.com/GHvTNlW.gif
http://i.imgur.com/JroS6ta.gif
http://i.imgur.com/TomhqM0.png

Jade Gully Act 2-3
http://i.imgur.com/mhJql8R.png
http://i.imgur.com/HTZUTus.gif
http://i.imgur.com/7qjzhv3.gif
http://i.imgur.com/9b8XqlY.png

Jade Gully Act 2-4
http://i.imgur.com/Cx30Hdk.png
http://i.imgur.com/tBluBHb.gif
http://i.imgur.com/0eVuGGn.gif
http://i.imgur.com/6Axc6xi.png
http://i.imgur.com/0LhrbqV.png
Breakable wall, Hidden room!
http://i.imgur.com/NG9Ez1g.png
Jade Gully Act 2-5
http://i.imgur.com/R6mG9kK.png
http://i.imgur.com/hHtuSxN.gif
http://i.imgur.com/oZe6Nbs.gif
http://i.imgur.com/j5OeWN4.png

AXSX Lead

9

Re: Long lost levels rediscovered!

This looks pretty radical

Are you planning on taking any assets from this and putting them in AXSX, Andrew?

10

Re: Long lost levels rediscovered!

MetalSonicCD wrote:

This looks pretty radical

Are you planning on taking any assets from this and putting them in AXSX, Andrew?

Yes, and the models you see are screens from 3DS max where I rebuilt the levels, and screens with fisheye are from within Unreal4, so they are already in AXSX!

AXSX Lead

11

Re: Long lost levels rediscovered!

Andrew75 wrote:
MetalSonicCD wrote:

This looks pretty radical

Are you planning on taking any assets from this and putting them in AXSX, Andrew?

Yes, and the models you see are screens from 3DS max where I rebuilt the levels, and screens with fisheye are from within Unreal4, so they are already in AXSX!

That's freaking sweet dude. Just another level rising from the grave, huh? Now we have what, 7 original concept levels?

12

Re: Long lost levels rediscovered!

Andrew75 wrote:

Here is something more interesting !
also I'm copy pasting this from assembler where I posted it before and too lazy/ tired to edit it for this forums here, so kind of a recap!

Buried deep in the recesses of the V037 Release we did. there were some levels that did not belong to the POV or STI's V037/040 builds, but rather they belonged to a later build of the engine. Somewhere from around Version 042 or up. STI's team stopped labeling the .def files after V042 for some reason even though there were builds of the engine past V053. or maybe the def file format was V042? while engine had different versions ? I'm not sure what was going on with that.

Here are the 5 Jade Gully Act 2 level subsections that I had restored recently that I had meant to restore much sooner.
At first I was just restoring them and than showed a friend (SonicGenesis89) some screens of the level in Unreal 4. She replied. "That looks a lot like Yasuhara's Jade Gully concept art with the water wheel" and so we looked at the concept art and sure enough they matched pretty damned close! Anyways these are the first levels I've seen that have a corresponding concept art set.

Jade Gully Act 2-1

http://i.imgur.com/R7hhqWe.png
http://i.imgur.com/vnQbirK.gif
http://i.imgur.com/DABN1dv.gif
http://i.imgur.com/iX3QR6f.gif
http://i.imgur.com/ZbQzPks.png

Jade Gully Act 2-2
http://i.imgur.com/AezTBs4.png
http://i.imgur.com/GHvTNlW.gif
http://i.imgur.com/JroS6ta.gif
http://i.imgur.com/TomhqM0.png

Jade Gully Act 2-3
http://i.imgur.com/mhJql8R.png
http://i.imgur.com/HTZUTus.gif
http://i.imgur.com/7qjzhv3.gif
http://i.imgur.com/9b8XqlY.png

Jade Gully Act 2-4
http://i.imgur.com/Cx30Hdk.png
http://i.imgur.com/tBluBHb.gif
http://i.imgur.com/0eVuGGn.gif
http://i.imgur.com/6Axc6xi.png
http://i.imgur.com/0LhrbqV.png
Breakable wall, Hidden room!
http://i.imgur.com/NG9Ez1g.png
Jade Gully Act 2-5
http://i.imgur.com/R6mG9kK.png
http://i.imgur.com/hHtuSxN.gif
http://i.imgur.com/oZe6Nbs.gif
http://i.imgur.com/j5OeWN4.png

You gave me a hype flinch! AH! WHEREDIDYOUGETTHISSTUFFGIMMEGIMMEGIMME

toG E T H E R
insert lyrics here

13

Re: Long lost levels rediscovered!

It's in the 37 level files in the release it's the 150 levels.

AXSX Lead

14

Re: Long lost levels rediscovered!

Andrew75 wrote:

It's in the 37 level files in the release it's the 150 levels.

I'm looking around and just have one...odd DEF file. It just has texture entries. No level layouts or anything.

//========================================================================================
//                                      1_t\gras09f5
//========================================================================================
NEW_TEXTURE "1_t\gras09f5"
{
    Value   001,TXTR_AUTO_FILL                  //Flags
    Value   002,Opaque+AutoTrans                //Rendering Flags
    Value   017,Color(000,224,000)              //Fill1   Color
    Value   020,Color(152,248,000)              //Fill2 Color
}

//========================================================================================
//                                      1_t\gras09f3
//========================================================================================
NEW_TEXTURE "1_t\gras09f3"
{
    Value   001,TXTR_AUTO_FILL                  //Flags
    Value   002,Opaque+AutoTrans                //Rendering Flags
    Value   017,Color(000,168,000)              //Fill1   Color
    Value   020,Color(000,168,000)              //Fill2 Color
}

//========================================================================================
//                                      1_t\gras00f6
//========================================================================================
NEW_TEXTURE "1_t\gras00f6"
{
    Value   001,TXTR_AUTO_FILL                  //Flags
    Value   002,Opaque+AutoTrans                //Rendering Flags
    Value   017,Color(048,248,000)              //Fill1   Color
    Value   018,Color(000,200,000)              //Frame1 Color
    Value   019,Color(000,128,000)              //Frame2 Color
    Value   020,Color(000,080,000)              //Fill2 Color
    Value   021,Color(024,064,000)              //AutoFill
}

//========================================================================================
//                                        TXR0335
//========================================================================================
NEW_TEXTURE "TXR0335"
{
    Value   001,TXTR_FLAT_FILL                  //Flags
    Value   002,Opaque+AutoTrans                //Rendering Flags
    Value   017,Color(120,104,072)              //Fill1   Color
}

//========================================================================================
//                                       ROPE_COLOR
//========================================================================================
NEW_TEXTURE "ROPE_COLOR"
{
    Value   001,TXTR_FRAME1+TXTR_FRAME2         //Flags
    Value   002,Opaque+AutoTrans                //Rendering Flags
    Value   017,Color(168,096,016)              //Fill1   Color
    Value   018,Color(216,136,024)              //Frame1 Color
    Value   019,Color(208,120,016)              //Frame2 Color
    Value   020,Color(040,000,008)              //Fill2 Color
}
//========================================================================================
//                                        TXR0264
//========================================================================================
NEW_TEXTURE "TXR0264"
{
    Value   001,TXTR_FLAT_FILL                  //Flags
    Value   002,Opaque+AutoTrans                //Rendering Flags
    Value   010,"SYS_BottomShading"             //Weight         Range: -256 ->   256
    Value   017,Color(248,000,000)              //Fill1   Color
}

//========================================================================================
//                                       WOOD_COLOR
//========================================================================================
NEW_TEXTURE "WOOD_COLOR"
{
    Value   001,TXTR_FLAT_FILL                  //Flags
    Value   002,Opaque+AutoTrans                //Rendering Flags
    Value   010,"SYS_CamCenterV"                //Weight         Range: -256 ->   256
    Value   017,Color(168,096,016)              //Fill1   Color
    Value   020,Color(040,000,008)              //Fill2 Color
}

Is this the right DEF file you talked about? If so I may be able to fix it up and release it.

toG E T H E R
insert lyrics here

15

Re: Long lost levels rediscovered!

I cant tell from just that. its in a folder called Jade, also its a v42 engine file

AXSX Lead

16 (edited by toonjoey 2017-02-23 16:15:39)

Re: Long lost levels rediscovered!

Andrew75 wrote:

I cant tell from just that. its in a folder called Jade, also its a v42 engine file

Too late, found it! Time to start fixing big_smile

EDIT:Also it's from the other broken DEFs in Z17.

EDIT:The file seems to be incomplete. The layout won't load...just like another file I found in PackageX. Weird...it doesn't seem to be exactly 42.

Also

SMBX2011 wrote:

Is that a other Acts of Jade Gully? We don't need Monitors, we have to put Item Shperes in that.

I've said it once and I'll say it again. Spherical items weren't in X-treme. Look at the concept art.

And if this level is to prove anything, MONITORS WERE THE ITEMS. The invincibility sphere? The levels were tests!

EDIT:So I'm trying to get the file paths for PackageX just like they used to be. big_smile I'm utilizing what PackageX spits out in terms of textures (which is really useful--thanks SANiK) and ingenuity to restore the files.

Now if we could reformat level layouts to get them to LOAD since with some levels the stuff doesn't work.

Here's how the game loads in files:

The game first looks at QUBIX WORLD (not sure what QUBIX means), which is stuff like what texture for the background, or the layout texture. The layout is something to note since it always loads first. Before anything else, that file loads. Then the game examines the background texture. You have to define it with the textures like when using cubes. So you can't put say, "BACKDROP/COOLLEVEL/2013/BACK.PCX", because the game says "wait thats not a texture. Not doin' this crap". So you would go back and put this for example:

//========================================================================================
//                                   1_T\Sonicfx\Spring                                   
//========================================================================================
NEW_TEXTURE "1_T\Sonicfx\Spring"
{
    Value   001,TXTR_Bitmap                     //Flags
    Value   002,Transparent+AutoTrans+BestQuality   //Rendering Flags
    Value   003,"PLT0288"                       //Palette
    Value   008,"1_T\Sonicfx\Spring"            //PCX FileName 
}

(you don't need to put in the double forward slashes, those are just comments for programmers)
This tells the game to go into the 1_T folder, then Sonicfx, then (if the file is there) load SPRING.pcx (or "spring.pcx", just as long as the file name is there and it's spelled right it loads (no grammar needed!)). If there is no SPRING.PCX, it just goes into the folder waiting for a file to load. If a file to load isn't there, then the game goes "poop" and just puts a placeholder.

Now if the file IS there, then yey you defined it.
http://i.imgur.com/DAAN8yB.jpg
Now to go to QUBIX WORLD!

//========================================================================================
//                                        QBX0001                                         
//========================================================================================
NEW_QUBIX   "QBX0001"
{
    Value   001,"Jade2-2"                       //Layout     Texture
    Value   002,"SkyTxtr"                       //Background Texture
    Value   005,Color(248,176,000)              //Specular   Color Range:0 ->   255
    Value   006,Color(000,000,032)              //Fog        Color Range:0 ->   255
    HexDump "01000100a6000000000000ea7fef00000800000001000000800400003e0c00003f0800001d0400007e0a0000ed0c0000800400003e0b00007f0b000001000000c71100003e0e000038080000641100007e0c0000e60c0000c71100003e0d0000780b0000010000008a1800003e0c00002400000027180000fe0a0000d20400008a1800003e0b000064030000010000005c1c00007e20000047000000f91b0000be1f0000f50400005c1c00007e1f00008703"  //Stored Editor Positions
}

(This is from JADE2-2.DEF BTW)
Ignore all of this crap besides these parts:

//========================================================================================
//                                        QBX0001                                         
//========================================================================================
NEW_QUBIX   "QBX0001"
{
    Value   001,"Jade2-2"                       //Layout     Texture
    Value   002,"SkyTxtr"                       //Background Texture

I don't know what happens if you load other QUBIXes, and I don't wanna test it. Anyone got a thrown away computer so I can keep mine?

Back to DEF stuff, Value 001 is the layout texture. You can define a path if you want for the layout. Just make sure you type it right (but you don't need grammar again).

Value 002 is the background. Remember. It HAS TO BE DEFINED. I learned this the hard way. Anyway, put that in and you're good to go.

Now back to loading stuff.

So everything is running smoothly, I got placeholders for textures in and whatnot. But apparently the cubes are the wrong color (since it loads cubes by color, I'll specify what I mean another time) so the viewer throws a fit and doesn't load it.

I don't know what's wrong: maybe Sonic doesn't have a starting point, maybe the cubes ARE wrong, maybe it hates me. Whatever it is, I know the levels that don't work are the JADE2-(stuff).DEFs, and 1_NEW_01 and 02.DEF. I don't know why though. The layouts look really cool on the NEW levels.

toG E T H E R
insert lyrics here

17

Re: Long lost levels rediscovered!

I can agree the layouts in this one are really cool, between the concept art and the actual level layouts, by this point it was finally starting to feel like a Sonic game. The waterslide and the 360 degree loop point were really cool, as well as the waterwheel. Also has the most full fleshed concept for how the level would've actually played to date.

The layouts by this point also feel much more like Sonic Adventure, interestingly enough.

18

Re: Long lost levels rediscovered!

CrazedGunmang96 wrote:

I can agree the layouts in this one are really cool, between the concept art and the actual level layouts, by this point it was finally starting to feel like a Sonic game. The waterslide and the 360 degree loop point were really cool, as well as the waterwheel. Also has the most full fleshed concept for how the level would've actually played to date.

The layouts by this point also feel much more like Sonic Adventure, interestingly enough.

Ironic, considering Chris Senn absolutely hated Sonic Adventure.

G O T T A   R U N   Q U I C K L Y

19 (edited by SMBX2011 2017-02-26 12:10:29)

Re: Long lost levels rediscovered!

And Modern Sonic too. Because Chris Senn set newspaper titled "Sonic Adventure and Dreamcast Released! Better than Nintendo 64 and Playstation, Mario 64 and Crash Bandicoot!" into fire. He don't hate Dreamcast. Senn has growed up with Classic Sonic Games right?

http://i628.photobucket.com/albums/uu4/Flamey2010/Project%20AXSX%20Forum%20Signature_zpstrqs49ns.png?t=1486940946
http://i.imgur.com/7zkiG.gif

20

Re: Long lost levels rediscovered!

SMBX2011 wrote:

And Modern Sonic too. Because Chris Senn set newspaper titled "Sonic Adventure and Dreamcast Released! Better than Nintendo 64 and Playstation, Mario 64 and Crash Bandicoot!" into fire. He don't hate Dreamcast. Senn has growed up with Classic Sonic Games right?

Give me the source for this. I've read almost all of his posts on Senntient and he never did this.

toG E T H E R
insert lyrics here

21

Re: Long lost levels rediscovered!

SMBX2011 wrote:

And Modern Sonic too. Because Chris Senn set newspaper titled "Sonic Adventure and Dreamcast Released! Better than Nintendo 64 and Playstation, Mario 64 and Crash Bandicoot!" into fire. He don't hate Dreamcast. Senn has growed up with Classic Sonic Games right?

Burning a magazine? Nah, I'm sure that's just an exaggeration.

G O T T A   R U N   Q U I C K L Y

22

Re: Long lost levels rediscovered!

BakaBlake wrote:
SMBX2011 wrote:

And Modern Sonic too. Because Chris Senn set newspaper titled "Sonic Adventure and Dreamcast Released! Better than Nintendo 64 and Playstation, Mario 64 and Crash Bandicoot!" into fire. He don't hate Dreamcast. Senn has growed up with Classic Sonic Games right?

Burning a magazine? Nah, I'm sure that's just an exaggeration.

Also, he essentially said "he hates modern" and then said "he likes modern".

what

toG E T H E R
insert lyrics here

23

Re: Long lost levels rediscovered!

toonjoey wrote:
BakaBlake wrote:
SMBX2011 wrote:

And Modern Sonic too. Because Chris Senn set newspaper titled "Sonic Adventure and Dreamcast Released! Better than Nintendo 64 and Playstation, Mario 64 and Crash Bandicoot!" into fire. He don't hate Dreamcast. Senn has growed up with Classic Sonic Games right?

Burning a magazine? Nah, I'm sure that's just an exaggeration.

Also, he essentially said "he hates modern" and then said "he likes modern".

what

i don't even know anymore man
this kid is ambitious as hell

G O T T A   R U N   Q U I C K L Y

24

Re: Long lost levels rediscovered!

BakaBlake wrote:
toonjoey wrote:
BakaBlake wrote:

Burning a magazine? Nah, I'm sure that's just an exaggeration.

Also, he essentially said "he hates modern" and then said "he likes modern".

what

i don't even know anymore man
this kid is ambitious as hell

Yep.

https://www.youtube.com/watch?v=WedWEnzjYGI

toG E T H E R
insert lyrics here

25

Re: Long lost levels rediscovered!

toonjoey wrote:
BakaBlake wrote:
toonjoey wrote:

Also, he essentially said "he hates modern" and then said "he likes modern".

what

i don't even know anymore man
this kid is ambitious as hell

Yep.

https://www.youtube.com/watch?v=WedWEnzjYGI

Not the best Mine Song video.

G O T T A   R U N   Q U I C K L Y