hppav wrote:Copying over some of our research from the Ops forum:hppav wrote:I decided to go take a look at the vegetation under the ground in IT.
This image shows the most obvious lines and what could have been the layout:
However, after trying to recreate the roads, some trees were in the way of some of the potential routes, however after some fiddling, Draco and I think we've figured out some of the original layout:
It's amazing that they left all the vegetation under there, really helps us piece things together.
EDIT: Draco thinks the angled straight lines of vegetation may actually be indicative of the locations of angled fences/concrete walls and that the town is actually 3 blocks by 4 blocks. I'll let him describe his theory himselfDraconisaurus wrote:Sam and I have been discussing this fervently in messenger. It's quite an awesome find and I've been building on it.
Introducing, the full sidewalk system of Burroughs! Sam likes how evenly it works out, and admits that the angled foliage on the far right may be from town barriers rather than angular roads.
There is an odd jump in the sidewalk, here:
Seems like they tried to make it look like damage from the fallen water tower, but the ENTIRE sidewalk shifts at this point. Also, the lowest road of the town does not match my new sidewalk system. This would all need to be adjusted. It would also bring the road closer to the front steps of the Ops Center, but also means things like the gas station would need to be adjusted accordingly.Slugger wrote:I like it. How does the road leading to the gate connect? And the road extending off to the left of the Ops Center, where would that lead?hppav wrote:That's not readily apparent from the vegetation. I'd imagine it would link up with one of the T intersections.Slugger wrote:I like it. How does the road leading to the gate connect?
There's supposed to be another gate over there. This gate was cut sometime just before Build 96 (the map in the Ops center, despite sporting the revised town layout, still shows the old terrain and the old corner gate. Here's a screen shot that Draco took:Slugger wrote:And the road extending off to the left of the Ops Center, where would that lead?
It also still shows that you enter the town from that gate that's blocked in retail.Draconisaurus wrote:OMG you're right! The two roads which actually lead away from the town in that image are the West and NorthEast gates.. I didn't notice.
Anyway, yeah, in the beta, not even the NorthEast gate road actually connects to the town road system, yet. The PV road actually starts inside the town walls.
tatu wrote:About the map in the ops center, the difference retail - beta
Retail:
Beta:
Difference:
Those house were cut off sometime before the Build 96 since there terrian texture is still in the game, atleast some of them.
And what about that F gate?
They planned on a G gate, were would that be? In the Plains?
Retail:
Here they got the F gate, but why didn't the cut it out of the texture before it's release?
Another difference in IT is Wus pool
Retail:
Beta:
Draco can tell you more about the grass texture
DracoAlphaX wrote:That is odd about the G gate.. And tatu, there are a lot more console displays than that, look underground for the objects which have the other ones. There might be some other differences.
And yes, as for the grass texture, I'll be discussing that in my "Base terrain evolution" thread.
tatu wrote:There isn't any more different textures. Only ones that now showing the where the power goes etc..
DracoAlphaX wrote:These textures are somewhere... Not sure exactly what model they're on, though.Code: Select all
string Anim00 = "SMap0_t2.bmp" string Anim01 = "SMap01_t2.bmp" string Anim02 = "SMap02_t2.bmp" string Anim03 = "SMap03_t2.bmp" string Anim04 = "SMap04_t2.bmp" string Anim05 = "SMap012_t2.bmp" string Anim06 = "SMap013_t2.bmp" string Anim07 = "SMap014_t2.bmp" string Anim08 = "SMap0123_t2.bmp" string Anim09 = "SMap01234_t2.bmp" string Anim10 = "SMap0124_t2.bmp" string Anim11 = "SMap0134_t2.bmp" string Anim12 = "SMap023_t2.bmp" string Anim13 = "SMap0234_t2.bmp" string Anim14 = "SMap024_t2.bmp" string Anim15 = "SMap034_t2.bmp"
tatu wrote:I post those texture later Draco!
There is a trigger that should frozen these 2 objects so you can easely get upstairs.
The triggers name is "TrigBanisterCollision-00" and is located under Hammonds house.
Tscript:
The only thing is that it would never worked. Tho Draco have to tell you about it!Code: Select all
group TrigBanisterCollision-00 = { string Class = "CCollisionTrigger" string Element1 = "P1Railtop2Bridge-00" string Element2 = "FHHBannister-00" int ActionType = 10 string Target = "P1Railtop2Bridge-00" bool Frozen = true }
DracoAlphaX wrote:Lol. Yeah that railing is on an XFree magnet, which means in this case that it can only go up-and-down like a see-saw, and never side-to-side... Does this mean they once wanted it to actually swivel over to the side like that? It certainly couldn't in its current position and state. Perhaps it was meant to be shorter, and spinning atop a railing column..
Nick3069 wrote:Appart from the general layout of the town, the most striking difference, for me, is the map in Hammond's office; it's a table instead of a wall map.
Rexhunter99 wrote:I think Draco, myself and some others unofficially settled for calling it "Monopoly: Isla Sorna Edition" XDNick3069 wrote:Appart from the general layout of the town, the most striking difference, for me, is the map in Hammond's office; it's a table instead of a wall map.
Isn't that the beta IJ base terrain texture I see under Wu's pool tiles!?Beta:
tatu wrote:Yes it isRexhunter99 wrote:Isn't that the beta IJ base terrain texture I see under Wu's pool tiles!?
DracoAlphaX wrote:Yeah Lol it's not just for IJ There are MANY images of different jungle levels using that base terrain.
Anna wrote:That's interesting! Also with WUs pool texture. I better like that texture, than the one in the retail .
Rexhunter99 wrote:Notice I was reffering to the Beta IJ we have, I wasn't saying that it was the only level that ever had the texture.DracoAlphaX wrote:Yeah Lol it's not just for IJ There are MANY images of different jungle levels using that base terrain.