Has anyone extracted all the vanilla build backgrounds? Is there a link for an archive I can download somewhere?
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Apologist to the rescue;
Looking at the original render set and pics that are available of the corridor on other media, there's at least two issues with the current official renders that I'd say are in need of correction (depending on approach) -- other than just consistency.
1. There's a clipping error with a lamp at the end of the hallway (overlaps the wall ornament/collumn)
2. There's at least ONE missing camera angle in the set on the disc (One that's fairly obvious if you study the room's design and make a few basic assumptions; although I guess ... depending on the purpose of this little detail, it might be possible to work around it in two other ways if they'd left the old renders in there.)
Originally posted by biohazard_star View PostWell, I guess the original factory lobby and parking garage backgrounds are going to the trash bin then. There's lots of aliasing and missing detail in those rooms.
Don't exactly envy their graphic designer's workload.
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2. There's at least ONE missing camera angle in the set on the disc (One that's fairly obvious if you study the room's design and make a few basic assumptions; although I guess ... depending on the purpose of this little detail, it might be possible to work around it in two other ways if they'd left the old renders in there.)
I do wonder what sort of compromise they're gonna be taking for rooms like the 1F shutter hallway though. Will they be reconstructing it as well, since it looks too lackluster? I think a good approach would be to model additional details and layer them over the backgrounds using masks, like what Enigmatism has suggested before.Seibu teh geimu?
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Originally posted by biohazard_star View PostIt's either the angle for opening/closing the shutter or for the vent cover, I assume? I always found it puzzling how there's a metal frame for a riot shutter in this room, but no switch to operate it.
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You are talking about the object/panel on the wall opposite of the double doors leading to the main 2f hallway, right? It looks like it's the same emergency alarm/light panel that's beside the framed city map in the 1F lobby.
Actually, what if the shutter was meant to be operated from another room, like the radio room or the archive room itself? If you look at the second angle in the hallway, it's clear that there's a security camera facing the shutter (probably for when you view it from a computer). While the room is bare bones, I kinda doubt they would neglect to place a control panel there, if it was meant to be operated from the hallway itself, since the model for the control box (the one used in 1f west hallway and 2f main hallway) had already existed prior to the creation of this room. I believe they did the same thing with the angles in the C-2 hallway in the lab. There isn't an angle specifically made for the other side of the hallway blocked off by the blast shutter since you aren't meant to be able to access it once it's sealed off. That, and being able to control the shutter from a different room would explain why there's so many vents on the second floor of the station.Last edited by biohazard_star; 04-21-2014, 08:27 AM.Seibu teh geimu?
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Not sure why the vents are brought up, 'cause the ones in that corridor are pre-baked into the render (rather than having 3D objects as gratings, which as far as I can recall; they tend to be when they can be manipulated by characters)
The camera fetish for that room sure is an odd detail, though. But there are still blind spot renders for some of the camera's angles, and even if you only have access to only one camera angle via a monitor of sorts ... it'd have to be from the (presumably) inaccessible (archive) end of the room for it to show a shutter closing/opening (rather than the 2F main hallway end, which is also where the operation panel looking thing is). Which means that for this type of external control of the room to be the case, the archives would have to be closed off by the shutters (rather than opened to give access to) after you've visited it -- now what'd be the purpose of sealing off the archives? (+then you'd also have the issue of needing to basically lock you entirely out of the archive hallway, since the second angle when coming from 2F hallway would put you directly in the blindspot behind the shutter.)
But, yeah, narratively it doesn't quite make sense for the shutters to be present at all, if you can only see them operated from an angle for a room you can't recognize as you should technically be unable to visit it until first AFTER the shutters have been opened. It'd basically put you in a spot where opening the shutters somehow ALSO opens the doors to the 2F hallway ... which would still make the entire flow of the situation pointless.
"This door is locked ... 'cause around the corner on the other side there might be shutters..."
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Originally posted by biohazard_star View PostYou are talking about the object/panel on the wall opposite of the double doors leading to the main 2f hallway, right? It looks like it's the same emergency alarm/light panel that's beside the framed city map in the 1F lobby.
Actually, what if the shutter was meant to be operated from another room, like the radio room or the archive room itself? If you look at the second angle in the hallway, it's clear that there's a security camera facing the shutter (probably for when you view it from a computer). While the room is bare bones, I kinda doubt they would neglect to place a control panel there, if it was meant to be operated from the hallway itself, since the model for the control box (the one used in 1f west hallway and 2f main hallway) had already existed prior to the creation of this room. I believe they did the same thing with the angles in the C-2 hallway in the lab. There isn't an angle specifically made for the other side of the hallway blocked off by the blast shutter since you aren't meant to be able to access it once it's sealed off. That, and being able to control the shutter from a different room would explain why there's so many vents on the second floor of the station.
Assuming that it is significant, however, I don't believe that its control panel is necessarily located in the same room. This shutter isn't necessarily like the other shutters in the precinct; given the high-security nature of this corridor, I'd say that the control panel is quite possibly remote. If there are security cameras, there are likely corresponding monitors somewhere, and I'd place my bet on the Radio Room. If this is a run-of-the-mill shutter, however, the switch would most likely be closer to the Archive Room, since it would give Leon a reason to climb through the vent from the roof in the first place. Its original function was almost certainly security, but I'm not sure whether it was intended to keep the bad guys out or trap them inside (so that they may be apprehended).
If this section of the game worked like a stereotypical Resident Evil game, I would guess that Leon climbs on top of the box, uses the screwdriver to loosen the vent from the outside, squeezes through the duct, doesn't yet have the MD and/or MD Player, is forced to leave the corridor, and opens the shutter to make a new path since the vent is a one-way portal.
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Originally posted by Carnivol View PostNot sure why the vents are brought up, 'cause the ones in that corridor are pre-baked into the render (rather than having 3D objects as gratings, which as far as I can recall; they tend to be when they can be manipulated by characters)
When you press X on the vent from the outside while standing on top of the box, the screen goes black, you get a duct-flavoured door transition, and when the scene fades in again, you see Leon on one knee having just landed from his drop. It probably looks identical to Leon's drop from the clock tower to the basement through the chute in retail.
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Originally posted by Rick Hunter View PostHas anyone extracted all the vanilla build backgrounds? Is there a link for an archive I can download somewhere?
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Originally posted by Enigmatism415 View PostOf course it's baked into the render. It's a one-way portal.
When you press X on the vent from the outside while standing on top of the box, the screen goes black, you get a duct-flavoured door transition, and when the scene fades in again, you see Leon on one knee having just landed from his drop. It probably looks identical to Leon's drop from the clock tower to the basement through the chute in retail.
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Originally posted by Dark Biohazard View PostHere you have:
http://www.mediafire.com/download/cg....5_PVB_BGS.rar
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Originally posted by Carnivol View PostIf the chute's an entry point, then the shutters must be opened from the inside in order for the player to leave the archives, which would also mean that this would have to be the first time you access the second floor (unless the archives corridor is "locked from the other side", but this also wouldn't quite make sense, considering how you presumably bump into Marvin on the way towards the archives. Unless he's basically returning from there, bringing with him the bad news of a locked door, new entry point being needed to gain access, etc.)
Spoiler:
- Leon reaches the second floor via the stairwell or lift
- Leon opens the shutter in the 2F Main Corridor using the control panel on the wall, releasing a trapped Marvin
- Marvin gives Leon the lowdown in a cut-scene: "everyone has either been eaten by a zombie or is turning into one"
- The shutter is down in the Archive Corridor, so Leon and Marvin are forced to find another route
- Leon somehow crawls through the vent in the Radio Room leading to the roof
- Leon confronts the Archive Room vent, but he needs a screwdriver to unfasten it
- Leon drops down and saves Ada, granting him access to the basement
- Leon obtains the screwdriver in the firing range (perhaps it required him to solve the target puzzle, perhaps not)
- Leon backtracks all the way back to the sub-roof and uses the screwdriver to enter the Archive corridor
- Leon doesn't yet have the MD Media and MD Player, so he just opens the shutter from inside, since it is the only way out
- Leon now has an easier route to access the Archive Room once he locates the necessary items from the Chief's Office and the Interrogation Room respectively
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Originally posted by Upaluppa View PostI'm very impressed with the level of quality that IGAS is aiming for, but I can't deny that I'm a little worried whether they'll really be able to keep up this level of perfectionism for the entire game.
I have seen many projects of this nature/scale over the years and 95% don't last half as long as this one has...
There was a time where the changes worried me too, I saw the lobby wasn't exactly precisely right and I would wig out but I realised something. What people have to remember is that IGAS aren't making 1.5 as Capcom would have (that would just evolve into retail), they are making 1.5 as it always should have been...and along the way there are bound to be some sacrifices. Vanilla renders that just don't quite fit in or just feel barren, without polish have to be replaced. But these sacrifices have to be made, else it won't feel like a finished product. I see a nice new released screenie from IGAS and people start moaning about "color mood" and "consistency with vanilla work".
Jeez...if you want to play vanilla 1.5 go right ahead but I'll take IGAS's finished product over vanilla anyday!
I burned my vanilla robes a long time ago...my new finished build ones have yet to arrive but I can't waitLast edited by MeatSMurderer; 04-21-2014, 12:57 PM.
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Originally posted by Enigmatism415 View PostSpoiler:
- Leon reaches the second floor via the stairwell or lift
- Leon opens the shutter in the 2F Main Corridor using the control panel on the wall, releasing a trapped Marvin
- Marvin gives Leon the lowdown in a cut-scene: "everyone has either been eaten by a zombie or is turning into one"
- The shutter is down in the Archive Corridor, so Leon and Marvin are forced to find another route
- Leon somehow crawls through the vent in the Radio Room leading to the roof
- Leon confronts the Archive Room vent, but he needs a screwdriver to unfasten it
- Leon drops down and saves Ada, granting him access to the basement
- Leon obtains the screwdriver in the firing range (perhaps it required him to solve the target puzzle, perhaps not)
- Leon backtracks all the way back to the sub-roof and uses the screwdriver to enter the Archive corridor
- Leon doesn't yet have the MD Media and MD Player, so he just opens the shutter from inside, since it is the only way out
- Leon now has an easier route to access the Archive Room once he locates the necessary items from the Chief's Office and the Interrogation Room respectively
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Originally posted by MeatSMurderer View PostI saw the lobby wasn't exactly precisely right
Originally posted by MeatSMurderer View PostWhat people have to remember is that IGAS aren't making 1.5 as Capcom would have (that would just evolve into retail), they are making 1.5 as it always should have been
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