Project: UnLockRay ( ULR / REL )

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Master
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Re: Project: UnLockRay ( ULR / REL )

Post by Master »

Ah well, perhaps I ought to see if I can share the textures online sometime.
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Re: Project: UnLockRay ( ULR / REL )

Post by Shrooblord »

That would be neat, though mucking around in the system myself should be tons of fun if I manage to get back to a computer someday. ;)
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Re: Project: UnLockRay ( ULR / REL )

Post by GOT4N »

We're keeping a surprise for Textures of Rayman 2... (possible extraction of them, me and Droolie are working on it)
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Re: Project: UnLockRay ( ULR / REL )

Post by Master »

Hm, what do you mean by "extraction," wasn't that already achieved with the tools?
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Re: Project: UnLockRay ( ULR / REL )

Post by GOT4N »

Only the PC version, we'll extract the DC textures.
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Re: Project: UnLockRay ( ULR / REL )

Post by Master »

Ah, I see. That is exciting (...I kinda spoiled the surprise, didn't I?)
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Re: Project: UnLockRay ( ULR / REL )

Post by GOT4N »

Master wrote:Ah, I see. That is exciting (...I kinda spoiled the surprise, didn't I?)
Yes.. :mrgreen:
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

Master wrote:Interesting, I was going through the R2 textures again, but I couldn't find the textures for the Cave of Bad Dreams, yet, I did find like textures in "textures_volcan," they're the wrong colour, but undeniably the same in look from the Cave's. Also, that folder has the textures for the green stuff you slide down during the Jano chase, which seems to be named after crystals. What's interesting, is that some of these textures are used in the Sanctuary of Stone and Fire, but not all of them (I don't think there's textures for the climbable bones used in the Sanctuary, yet that texture is present and coloured for it, even though it's actually used in the Cave).
I had a look and I noticed that the texture for the door shaped like Jano's head is yellow. It seems that all world textures in the Cave of Bad Dreams are put through some kind of filter that removes the red. Maybe that filter is another texture somewhere in the files, and can be removed…
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Re: Project: UnLockRay ( ULR / REL )

Post by RibShark »

Possibly. Look for a lightmap file and see what happens if you make it completely transparent.
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Re: Project: UnLockRay ( ULR / REL )

Post by Master »

PluMGMK wrote:
Master wrote:Interesting, I was going through the R2 textures again, but I couldn't find the textures for the Cave of Bad Dreams, yet, I did find like textures in "textures_volcan," they're the wrong colour, but undeniably the same in look from the Cave's. Also, that folder has the textures for the green stuff you slide down during the Jano chase, which seems to be named after crystals. What's interesting, is that some of these textures are used in the Sanctuary of Stone and Fire, but not all of them (I don't think there's textures for the climbable bones used in the Sanctuary, yet that texture is present and coloured for it, even though it's actually used in the Cave).
I had a look and I noticed that the texture for the door shaped like Jano's head is yellow. It seems that all world textures in the Cave of Bad Dreams are put through some kind of filter that removes the red. Maybe that filter is another texture somewhere in the files, and can be removed…
Hmm, so the Cave of Bad Dream's textures are recoloured, eh? I'll snoop around for this filter texture as well.
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

Actually, now that I look at it again, I think it's just that the maps are lit using only blue lights. You can kind of see red patches on the textures where they are brightest.
Ah well, once again the CoBD makes me wish it were possible to decompile/hack the maps!
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Re: Project: UnLockRay ( ULR / REL )

Post by Master »

We share that sentiment, while my knowledge of modelling and the like is nil, I'd love to see the model data for myself. After all, who knows what other secrets we've yet to discover? We've only just got into the textures and we've made quite a few discoveries.
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

I just extracted the Vignette file and found that six pieces of concept art ended up in the game as unused loading screens!

I also noticed that there's a water version of the flame-thrower texture. Was that used in the game?
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Re: Project: UnLockRay ( ULR / REL )

Post by Master »

I don't think so, I noticed that the Ice Sanctuary textures had an Ice version of the Flamethrower holes seen in the Rock and Fire Sanctuaries, maybe it was meant to be a parallel Ice version? Misread, we're both looking at the same thing. Yeah, I don't think it was used in game.

And Vignettes is extractable also, eh? Neat, I'll check those out for meself now then.
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

I think it was probably meant to be something which would shoot out a waterfall, either continuously or intermittently.
Maybe the water would be borderline freezing and hurt Rayman by extreme cooling, similar to the streams of hot lava.
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Re: Project: UnLockRay ( ULR / REL )

Post by Master »

Hmm, we know Rayman had a unique animation for getting electrocuted, could it be that he had one for getting frozen?
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

That sounds like something that could be checked with Cheat Engine…
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Re: Project: UnLockRay ( ULR / REL )

Post by Master »

Hmm, really? I've no experience with it meself, so, any method in mind?
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

It's been a long time since I've dabbled in Cheat Engine, but I think it could be possible to find the variable for the animation sequence playing on Rayman's model. For example, let him get shocked, check what variables have changed. Once he goes back to normal, check again. Jump into some water so the swimming animation plays, see what's changed, jump back onto land, check again. Something like that.
Master
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Re: Project: UnLockRay ( ULR / REL )

Post by Master »

Ah, the ol' narrowing down variables trick, seems reasonable.
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