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Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)

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  • Originally posted by Darkness View Post
    That's funny. Hopefully they splice in the cars into the better looking one.
    The ones in the trial actually have a whole lot more backgrounds meant for the cutscenes. It's more likely they'll just use the trial ones, since the ones in the 40 build are really outdated and missing a lot of angles (no matter how pretty they are).
    Seibu teh geimu?
    ---

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    • Originally posted by Darkness View Post
      Yeah the sewers are pretty figure out-able when you have the game. I'm sure the team is on top of that shit.
      As you can see in the recently ripped background collection, there are really two seemingly separate Sewer regions: the mossy green rooms that cannot be located on the map, and the grey concrete rooms that can all (except one) be located on the map. Notice also that most of the rooms from the "grey concrete" region are only seen in the Inflames-exclusive images, while at least one of the "mossy green" rooms began as the Era-2 Sewer Corridor that we've seen in public footage.

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      This leads me to believe that the "mossy green" Sewer region is older, and was possibly scrapped completely by Era-5; no traces of the "green mossy" region can be found in any Era-5 media, Kim's or otherwise. I also see no connection point between the two regions.

      ---

      Here is further evidence showing that Elza finds John in the southwest prison cell:

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      It's clearly a camera angle for a cut-scene involving their first meeting. And again, we mustn't forget that the door swings inwards, which reasonably precludes the possibility of a zombie bursting out.

      ---

      This might be more of a stretch, but the following camera angles suggest that Elza might have gotten a boost from John into the Kennel from the Firing Range through the air duct:

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      We know that these angles were not used for the dogs jumping through. The following image even looks like it was taken when Elza had just landed in the Kennel, which in her scenario, is probably locked from the inside (necessitating the vent entrance). Here we can see that the dogs are still locked up, but the 3D cages are failing to render. I'm willing to bet that once Elza starts walking forward from her landing spot, the dogs will eventually break free.

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      On another interesting note, this untextured cut-scene angle from the Parking Lot seems to be outdated (the squad car on the left is out of place):

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      I wonder why this older angle wasn't corrected and textured by Era-4 (and thus not used in the cut-scene), yet appears to have been fixed, textured, and implemented in Era-5...

      ---

      Originally posted by Zombie_X View Post
      c2keo made the radio room backgrounds. I wonder why they are on the beta, unless he's part of the team?
      It's interesting that many of c2keo's backgrounds either disagree with the legitimate map (Radio Room, 2F Corridor, 3F Stairwell), legitimate backgrounds (RPD southwest periphery), or the team's decisions (Kennel). And yet, they decided to include the room borne of the least informed guesswork (Radio Room).
      Last edited by Enigmatism415; 02-20-2013, 01:50 AM.

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      • Click image for larger version

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        Some more differences in the 40 percent build renders. It seems like the parking renders are older than the interiors. As you can see, the door to the office corridor is in a different spot and there aren't any chairs in the center portion of the room. Also, the fact that there's no smaller door on the parking gate seems to indicate that the original intent is to have the character use the gate itself (notice how the door loading prompt extends all throughout the entire width of the gate). It seems very likely that there exists an earlier version of the area beyond the gate, but without any of the trailer trucks. The outdoor factory areas seems to be even more huge ass spacious in an earlier build.
        Last edited by biohazard_star; 02-20-2013, 02:13 AM.
        Seibu teh geimu?
        ---

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        • I think the sewers are mapped like this:

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          • Originally posted by alinhoalisson View Post
            I think the sewers are mapped like this:
            Except for your placement of the boss alligator pool, which we know to be in the southeast portion, I agree 100%!

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            • Here's a curious possible overlap between BH1.5 and the retail version:

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              Another one of Sherry's side adventures seems to begin with her getting sucked into a drain during the Sewer chapter. Note that the first two images are from the same room file (203).

              ---

              EDIT: BREAKING NEWS

              These are actually two different versions of the same corridor!

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              The latter version was the connection point between the main "concrete grey" region and the "mossy green" region beneath it. If someone could find the date-stamp on these backgrounds, we might find out whether Sherry was ultimately intended to part from Elza here (we know that Elza meets up with Sherry for the second time at the eastern ladder of the L-Corridor). Interestingly, however, it is the former version that we see in all available Era-5 media.

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              Last edited by Enigmatism415; 02-20-2013, 03:52 AM.

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              • Originally posted by Enigmatism415 View Post
                Here's a curious possible overlap between BH1.5 and the retail version:

                [ATTACH=CONFIG]8271[/ATTACH]
                This one is just a remade area from a 1996 trailer.
                Last edited by Guest; 02-20-2013, 03:01 AM.

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                • Nice work, Martin and Orin, with the backgrounds! I just got back from work and haven't had a chance to look at them yet, but I'm DL-ing both now. I'll probably get back with you tomorrow on them.

                  As to the use of c2keo's Radio Room, it's probably a placeholder set. There's no media for that room at all in any era build insofar as I know, so his is the only set available by default. It's too narrow - needs to be either wider or shorter, probably both - and is missing the vent to the outside on its north wall (the one above the East Corridor double back doors), but his work is all we have for now. I'm sure "the Team" is probably working on a new set. As for us, maybe DXP or someone else with the skills could take up the challenge?

                  Nice catch on those "mossy" Sewers areas and the "Leon jacket" build. That's one more change to add to those that was made after Capcom moved on from that build. Let's see, there's his outfit, the unused Lobby hall camera angle, the reworked Sewer "long hall" - I wonder what else there is to find?
                  Do you know where I can find the final build of Resident Evil 1.5?
                  Please contact me if so! re15finalbuild@gmail.com

                  Comment


                  • Originally posted by alinhoalisson View Post
                    This one is just a remade area from a 1996 trailer.
                    It's actually from the same room as the alternate "tidal wave" corridor, ROOM203. This is partly why I believe that it marks the beginning of Sherry's solo Sewer adventure.

                    If you scroll up, you'll see that I've already posted a screenshot of that trailer you speak of, which is a hell of a lot taller, and likely built from the room that I posted to the left of it.

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                    • i wonder if in "resident evil 2 beta 1" you still had to call help like in 1.5... i know that the radio room was removed in retail, but in the trial the radio in the STARS room seems to be working

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                      • Originally posted by RMandel View Post
                        ...maybe DXP or someone else with the skills could take up the challenge?
                        Wouldn't count on him. C2Keo would be more adequate.

                        Originally posted by doriantoki View Post
                        DUN DUN DUUUNNNN!!!

                        That, or The Teamâ„¢ have gotten permission to use his backgrounds.
                        I'd say it's confirmed their name is Team I.G.A.S.
                        Last edited by Alfred; 02-20-2013, 07:18 AM.
                        Choosing the main cast is absolutely awesome!

                        Comment


                        • Looks like I was wrong about the other backgrounds for RPD 2F being on the disc. Oh, well. Data dump time!

                          Stage 1 - The RPD

                          100 - RE2 Beta 1 Test Corridor (derived from the garage end of Room 127?)
                          101 - 1F Interrogation Rooms A and B ("Mirror Room")
                          ......(one room with a breakaway wall, like RE2)
                          102 - 1F North Office ("Office B," "Duty Office," et al)
                          103 - 1F Lobby
                          104 - West Hallway ("Shutter Hallway," "Lobby Corridor")
                          105 - East Hallway ("East Corridor," "the Team's Hallway," et al)
                          106 - <unused> (Staricase 1? connects 1F - 2F - 3F)
                          107 - 1F South Office ("Lobby Reception," "Lobby Office," et al)
                          108 - Elevator (connects 1F - 2F - 3F)
                          109 - 2F East Hallway Roof ("Outdoor B," "roof above Burning Van," et al)
                          10A - East Stairwell ("Staircase 2," connects 1F - B1 - B2)
                          10B - 2F Lobby Roof & Sewer Access ("Outdoor A")
                          10C - <unused> (2F Stairwell Hallway?)
                          10D - <unused> (2F Main Hall?)
                          10E - <unused> (2F Radio Room?)
                          10F - <unused> (2F Medical Room?)
                          110 - 2F Archive Hallway ("2F Main Hall extension," "2F Camera Hall," et al)
                          111 - <unused> (2F Media Room, aka 2F Archive Room?)
                          112 - <unused> (3F Stairwell Hallway?)
                          113 - 3F Main Hallway ("Corridor 3F")
                          114 - <unused> (3F Storeroom?)
                          115 - 3F Chief's Office
                          116 - 3F Helipad Stair (shown only on Helipad map)
                          117 - 3F Heliport (shown only on Helipad map)
                          118 - B1 Main Hall unlit ("B1 Corridor")
                          119 - B1 Firing Range
                          11A - B1 Armory
                          11B - B1 Parking Garage Service Area ("Garage B," "Maintenance Bay," et al)
                          11C - B1 Parking Garage ("Garage A")
                          11D - B1 Kennel
                          11E - B2 Main Hallway ("B2 Corridor")
                          11F - B2 Boiler Room ("Power Room")
                          ......(NOTE - "boiler" is engineering slang for a heating furnace)
                          120 - B2 Morgue
                          121 - B2 Cell Bay ("PrisonS")
                          ......(NOTE - farthest cell, "Cell 6," is mapped as part of this room)
                          122 - B2 First Cell on Player Right ("Cell 1")
                          123 - B2 Second Cell on Player Right ("Cell 2")
                          124 - B2 First Cell on Player Left ("Cell 3")
                          125 - B2 Second Cell on Player Right ("Cell 4")
                          126 - B2 Third Cell on Player Right ("Cell 5")
                          127 - B1 Main Hall with lights on ("B1 Corridor Lit")

                          Stage 2 - The Sewers

                          NOTE - RE15 has but one map for the Sewers, with the notation "B2." Either this is an error or it refers to the fact that there are actually two layers to the Sewers, with one partially stacked on top of the other. Credits to Black Crow for first surmising that possibility!

                          200 - Sewers Arrival Area ("L Tunnel")
                          201 - Green Tunnel ("Keiji's Corridor")

                          NOTE - so named for THIA user KeijiDragon, who first documented it. This is where the box you push out of the Green Tool Room winds up.

                          202 - <unused> ("Sewer Save Room?")
                          203 - Gray Tunnel
                          204 - Long Hall (i.e. "Long Tunnel," "Long Green Tunnel," "Ledge Tunnel," et al)

                          NOTE - These three "green moss" backgrounds appear to be a heavily revised version of the long, zombie-filled ledge hall in the Sewers first seen in the "Leon jacket" trailer. Their camera angles match up fairly well with the older version shown in that trailer, save that the older room was bigger (wider and taller). The "Leon Jacket" backgrounds would be a better match for Room 203, IMHO. There should also be female zombies in here, per the old trailer. The backgrounds appear to have been changed in order to better match with the Green Ledge Corridor, and it's possible the zombies were removed as well at that time. Credit to Enigmatism415 for figuring that one out - as he did earlier with the proper layouts of RPD 2F, B1, and B2.

                          This room may actually be the so-called "Bridge Tunnel" - the place in the Sewers where Leon fights all of those civilian zombies. I may have to revise the Sewers room numbering scheme accordingly if so.

                          205 - <unused> ("Baby Gator Room?")
                          206 - <unused> ("Pump Room?")
                          207 - Green Ledge Corridor ("Spider Tunnel") and Green Tool Room

                          NOTE - So named from the trailer in which it first appeared. The Green Tool Room, which connects to Keiji's Corridor by means of the cantilever door at its back, is mapped as part of this area.

                          208 - Drain Tank Upper Level ("Sewers Control Room")

                          NOTE - these appear to be early renders, but two of the camera angles match with the two 80% build "Control Room" stills in Alzaire's 80% build game still collection. This is the upper half of Room 209, where you fight the giant alligator.

                          209 - Drain Tank Lower Level ("Alligator Room," "Sewers Exit")
                          20A - <unused> ("Spider Hall," "Water Chase Corridor"?)

                          NOTE - This is where you first get attacked by giant spiders in the Sewers. It is also where the Water Chase cutscene takes place, hence the name. The RE2 Beta 1 Sewer Test Corridor is nothing more than a retextured version of this room (credit to DXP for deducing that one).

                          20B - Sewers Arrival Area + Spider Hall ("L Tunnel Flood")

                          NOTE - This is both Room 200 and Room 20A mapped together as a single room, since the entire area begins to flood immediately after the Water Chase cutscene.

                          The rest we know from the BH2 Trial. I put the three "green moss hall" backgrounds in a separate room, even though they were found with another set, for documentation reasons. Oh, and if I missed giving anybody proper credit for their discoveries, I apologize.

                          Did you notice that the 3F storeroom has a door mapping to the Chief's Office right wgere one appeared in the earliest RE15 trailers?

                          The extra backgrounds found by Martin and Orin are as follows, in order:

                          Image 1 - an early overhead render of the Train Bay
                          Images 3-6 - early render of RE2's cockroach tunnel

                          (NOTE - These are probably being used as placeholders for the remaining unknown room in the Factory Admin Building - the one on the far end of the "Green Hall." I think it was DXP who did some early test renders of this based on my old theory that this was a combination storeroom and save room. I'll try to include them in my next Background Pack update for placeholder purposes, or you can find them yourself over in the rendering thread at the 1 2 3 Modding site. If "the Team" or you guys want, I'll repost that part of my old STORY OF RE15 videos so you can see what I thought might have gone on in here.)

                          Images 7-10 - early renders of the Underground Lab West Hallway (Room 407)
                          Images 11-14 - c2keo's recreated 2F Radio Room (probably a placeholder)

                          ----------

                          Some observations for "the Team" ....

                          1) DXP's got some nice extrapolations of what the Shelters might have looked like had they been finished. You ought to use them in your final working product. I'm sure he'd let you if you ask.

                          2) It would be easy enough to do "fire" versions of the Shelter Hallway by simply tinting the nomal versions with the appropriate shade of red-orange.

                          3) DXP's also got some decent renders of the P4 Arrival Area. See #1.

                          4) It might be possible to fix RE2's existing backgrounds for the Lab Boiler Room to "recreate" what RE15's might have looked like had they been completed. That's for your final working product, of course. Same goes for the uncompleted parts of the Lab Reactor Room.

                          5) Have you given thought to enabling the second escape train by using RE2's backgrounds? You've already borrowed so much from it already -_^ so what's a little more going to hurt?

                          6) You can use DXP's backgrounds as placeholders for the rest of the missing parts of RPD 2F. See #1.
                          Last edited by RMandel; 02-20-2013, 06:26 AM.
                          Do you know where I can find the final build of Resident Evil 1.5?
                          Please contact me if so! re15finalbuild@gmail.com

                          Comment


                          • 5) Have you given thought to enabling the second escape train by using RE2's backgrounds? You've already borrowed so much from it already -_^ so what's a little more going to hurt?
                            You already have people bitching about how "bastardized" their restoration work is and you want them to do this? They should just stick with the ones in the Trial to make it as close to the original intent, as possible. -_^
                            As for using DXP's works as placeholders, I think he and the team have a little bit of a... tumultuous "history", albeit a one-sided one.
                            Seibu teh geimu?
                            ---

                            Comment


                            • It's sad how the community has gotten as of late with all the 123 vs. THIA, it's a joke as much as Oscar Pistorius saying he shot his girlfriend as an intruder. Hopefully this can all be moved along and forgotten about.

                              People will have opinions about anything, though, any criticism is good criticism for anyone doing a project (Team doing 1.5, Team96 doing DM, etc) so we should just leave it be

                              Anyway, the most interesting parts I think of 1.5 is the Sewers for sure, wonder how much far it goes even at the end of the development with the 80%.
                              Zombies...zombies everywhere...

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                              • Didn't see this little tidbit listed but I'm sure it is known by now.

                                This is a guess but after playing more of this build perhaps when Leon says "Thats just freaking great" he must be talking about the police van that is on fire. I tried to put the fire out but it doesn't seem to work.

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