The first example includes two different pre-rendered backgrounds. That image does not include the 3D model of those doors (even though that actually exists). The second example are yet another two different pre-rendered background, but the shutter is a 3D model. However, it's almost indistinguishable from it. This could mean two things:
1. That the cages opened and unopened use two different sets of pre-rendered backgrounds. This might be a possibility if we were to assume that we need to re-visit the kennel at a different point (perhaps after getting the power back online, or after solving some puzzle in the firing range).
2. That the 3D cage model blends perfectly with the background. It's not so unlikely if we consider that the screenshot of Leon has poor quality, making it difficult to distinguish the details, and that we have yet another high quality example that comes from Resident Evil 3.
1. That the cages opened and unopened use two different sets of pre-rendered backgrounds. This might be a possibility if we were to assume that we need to re-visit the kennel at a different point (perhaps after getting the power back online, or after solving some puzzle in the firing range).
2. That the 3D cage model blends perfectly with the background. It's not so unlikely if we consider that the screenshot of Leon has poor quality, making it difficult to distinguish the details, and that we have yet another high quality example that comes from Resident Evil 3.
As for the cages in Leon's shot, they're pretty much right at your face, so even with all the bluriness, you can tell that they're prerendered, as they don't look "off". They don't have jaggies and low-res dithered textures. Also, the overhead lighting illuminates them perfectly, and like geluda said, they're way too detailed for all of them to be pre-rendered. Here's a shot of the cell door from RE2, at just about the same in-your-face distance:
Also, if the cages in Leon's shot are really real-time objects, and just not noticeable, then wouldn't they have already been implemented for the cages in the Elza picture as well?
In regards to the theory that the dogs in the firing range come from vents intertwined with kennel; I also believe this is the case, and I'm sure I've read about it back when I was still somewhat active in BioFlames. However, consider the following: regardless of 6 or 8 cages, either can perfectly fit with that theory. What goes against it is the kennel having only 4 cages. We have seen screenshots from the final beta of Elza fighting, at least, 2 dogs in the kennel, and Leon fighting 3 dogs in the firing range. If we assume that there's only a maximum of 3 dogs per screen (and I agree with this, especially if we consider how hard they are to fight with Leon), that means that 6 dogs (or 6 cages) is all you need for the kennel and firing range. 8 is also a possibility, but there's always that question of what happened to the other 2 dogs.
In my opinion the room is shaped like this, E stands for Elza's position and L stands for Leon's position.
[E][o]
---[o]
---[L]
---[o]
[E][o]
---[o]
---[L]
---[o]
[E][o][o]
------[o]
------[L]
------[o]
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