26

Re: The Redsands progress report.

Andrew75 wrote:

Screen of PC version Red Sands level with fully functional spline pathways that were recreated by hand from the leaked .def file data. I would post a video but I think that it would ruin the fun when the new demo is available later this month.
http://img9.imageshack.us/img9/6373/ramps.png

It looks like the 1990s XTreme demo videos were remade in HD or something.  tongue
Seriously, that's incredible attention to detail!

27

Re: The Redsands progress report.

Moop wrote:
Andrew75 wrote:

Screen of PC version Red Sands level with fully functional spline pathways that were recreated by hand from the leaked .def file data. I would post a video but I think that it would ruin the fun when the new demo is available later this month.
http://img9.imageshack.us/img9/6373/ramps.png

It looks like the 1990s XTreme demo videos were remade in HD or something.  tongue
Seriously, that's incredible attention to detail!

These are the original models and textures shown here.
( except the path you see, that one and others had to be remade from scratch.)
I only remake what we don't have available.

AXSX Lead

28 (edited by techdiff 2013-04-04 10:51:12)

Re: The Redsands progress report.

a re-watch and some pausing i see exactly what you mean

buut i found different dementions where you have 2 side blocks i found theres only one ?

http://imageshack.us/scaled/landing/251/68338872.png

also i noticed this i ddnt notice this before
http://imageshack.us/scaled/landing/200/conem.png

rock fixtures easily reconizable but kinda hard to pick out in the old 240p video the 480p was healpfull



;; also do you think this is one single long tunnel or a series of tunnels or even a maze of tunnels ?

29

Re: The Redsands progress report.

techdiff wrote:

a re-watch and some pausing i see exactly what you mean

buut i found different dementions where you have 2 side blocks i found theres only one ?

http://imageshack.us/scaled/landing/251/68338872.png

also i noticed this i ddnt notice this before
http://imageshack.us/scaled/landing/200/conem.png

rock fixtures easily reconizable but kinda hard to pick out in the old 240p video the 480p was healpfull



;; also do you think this is one single long tunnel or a series of tunnels or even a maze of tunnels ?

Im pretty sure my model is correct as is. It wont be changed. 
You would have to see it with Sonic inside my engine before you Judge.
Also you may not also be not taking into account the field of view distortion shown in the screens and videos.
Also to note:
Texture mapping was per cube, and not split between 2 cubes.

I've had confirmation that the tube was only a test area not part of a full on level.
Sadly, That's all that I know about the tube area.
There were no officially finished levels to Xtreme. Most were test levels and or showcases for the big wigs at Sega to show off the tech and gameplay concepts.

Edit:
It wouldn't hurt to ask Someone on the team about your question.

AXSX Lead

30

Re: The Redsands progress report.

Hmm sorry I had a mistake Techdiff. I was recalling the model from memory.
I double checked my assets and this is the correct layout here.
But yeah I'm not changing it, since it is correct.
http://img40.imageshack.us/img40/9679/tube.PNG

http://img545.imageshack.us/img545/3065/tubel.png

AXSX Lead

31 (edited by techdiff 2013-04-04 13:52:21)

Re: The Redsands progress report.

after looking at the wireframe i have to agree that its accurate cool

32

Re: The Redsands progress report.

Yeah man,
I try to be as accurate as I can on every aspect of re-creating the models for this game.
I know there will be a few situations coming up regarding some of the boss stage assets that will have incorrect texture or model re-makes. I think that will be unavoidable since references are so bad.

AXSX Lead

33

Re: The Redsands progress report.

Well guys its getting closer! I'd say this area is around 90% finished. The tunnel runs equivalent in length and layout compared to what's seen in the E3 videos.
Still needs the hanging stalactites and rings placed in the engine.
The stalactites placement will not be as accurate as the rest of the level, they are too blurred to make out all the position details. I'll try my best to place them.
Also we have some black fog in the distance as seen in screens and videos.

The only textures I did not make are the magma and magma walls.
http://imageshack.us/a/img19/6343/tunnel90percent.jpg

The pipes are made by rendering a model in an orthographic view than taking into Photoshop for touch up work and adding shadows under the pipes to give depth.
I did make a little change to the level by adding pipe end caps that were not shown officially.
The pipes ended abruptly before, so I thought it would be nice add the ends for a little extra polish.
I may try another pipe endcap idea instead of the ones I have now. (not sure yet)

http://img28.imageshack.us/img28/1818/notesw.png

AXSX Lead

34

Re: The Redsands progress report.

I know its not perfect, but its close enough for me.
Anyways, I'm almost finished with this little area, at least to the point that was shown in the E3 videos. I'll be making the level larger with custom split off tunnels and platforming sections.
But before I do that , need to quickly finish the magma texture animation. kind of jumped the gun in uploading the video here.

Oh yeah, and the camera was set to loosely follow Sonic today. Normally its set to be locked on. 2 camera options will be available during the final game. ( I find locked on easier to control )
http://www.youtube.com/watch?v=pJj-jUW2gzY

Edit: I forgot a few pieces of geometry along the left and right side magma pits..ahh well.
Sadly this is a tunnel to no-where, when viewing one of the E3 videos you can see where the starting and the ending points are. ( end of geometry)

AXSX Lead

35 (edited by techdiff 2013-04-12 11:00:29)

Re: The Redsands progress report.

big_smile very enjoyable video

EXCELLENT recreation of pipes !! cool

ALSO notices the ceiling rock fixtures wink

the wall textures are very VERY accurate to the video cool [where there is 'light styled' rock i think the light should be slightly dimmer]

Unrelated:
there is ALOT of this game unseen and so much unknown i see what you mean by incorrect textures regarding boss stages and what not i enjoy drawing out level designs and have exessivle researched the boss stages there dementions and textures i have also thought very much about the unknown in this game i think i mite opoen a topic for research in this feild roll

edit; just a side note i like the ring sprite used after capture just i do think it is much too large
http://imageshack.us/scaled/thumb/838/25606939.png
currently in the video you hasve each ring break into 3 tears and break into smaller tears when the ring should break into 1 large spark and shrink 4 times straight back per ring

36

Re: The Redsands progress report.

I have already recreated the metal sonic boss stage as close to the screenshots as I could, I've spent over a month on that stage a few years back, I feel confident that I'm very close to the correct size of the stage.

What you are seeing regarding the screenshot for the boss stage is the sparkles emitted from sonic as he is running. These are not caused by the ring collecting.
However, I'm not really sure on what there purpose was, I'm assuming it was just a visual effect tossed in by the team, perhaps to help players keep track of Sonics position in 3D space. Or it could have been Sonic's invincibility. I guess the best way to find out would be to ask one of the official X-treme team members.

Check around 1:28 to see the sparkles as shown in the boss engine.
http://www.youtube.com/watch?v=ftNgzZ3Ovig

AXSX Lead

37

Re: The Redsands progress report.

oh i wasnt referring to the sonic and metal sonic boss stages but unknown bosses and unknown boss areas

also reviewing another video i noticed it uses sonic shield
http://imageshack.us/scaled/landing/402/spsp.png
cool

also you are right about that sparkle

i never noticed sonic didnt collect rings in the e3 video

but after i looked at this video i was able to see a different magnet form of ring collection very interestinghttp://www.youtube.com/watch?v=sLpUDvPPn6I

38

Re: The Redsands progress report.

maybe the tunnel could be used inside redsands

http://www.tssznews.com/2009/12/07/soni … -pictures/
from what i understand red sands was broken into parts an inside and an outside these are spread through the def files maybe this tunnel could be used for the 'inside' section of redsands that or maybe a tunnel that leads to the boss of redsands

i would have to go through my def files to confirm this but i dont have a good enough computer to run the viewer so this is not possible

39

Re: The Redsands progress report.

Warning if you have epilepsy do not watch. (Flashing textures)
http://www.youtube.com/watch?v=qU-k90ht … tube_gdata

AXSX Lead

40

Re: The Redsands progress report.

That video is so beautiful :'). The game is turning out to be exactly what I expected it to be.

On a side note the sparkling effect when getting rings seems to be a bit too big IMO.

^This is my post, and this is my signature <--

41

Re: The Redsands progress report.

Awesome !Really impressive...

42

Re: The Redsands progress report.

I like what i see: Working ennemy, working gameplay mechanic, etc. THIS is the progress i've been looking for. Now you're talking, Andrew!  wink

I'm a french Canadian, so don't hurt me if my english can seem odd at time.
My youtube page: http://www.youtube.com/user/ZoneofDoom