No its an old model ripped from an old Saturn SDK some years back.( I posted it because the screen seems kind of fun ) and This is a re-model of that model to round it out a bit more so it better matched the Saturn with its Quad polygon rounding trick. screen from Game maker build of the AXSX engine January 2010. ( there are 5 red light sources in the level which lit metal as he moved around.)
I remember that, Ollie was another guy re creating that level too wasn't he? (from the sentient forums). I did my own version but wasn't ever very good lol.
Okay guys, been sitting on this level for some weeks now. In the past I've re-created versions of the Gold Tile level about to be shown below 100% from scratch down to the textures. However I was never really happy with my results because in my mind it just was not the real deal. ( not to mention there was no way to see the whole level from the limiting screens and videos) Finally after many years of waiting, "The Real Deal is finally here....... and I can finally relax! OMFG I can't believe it! So by using these newly leaked .def files, which (in case you are wondering) is a code set that the official game engine uses to define attributes of the game's building blocks used to build levels. Soooo......Using the .def and .pcx map files, I've been able to rebuild levels painstakingly by hand. Some attributes found with in the .def file are size/scale, shape, shading, lighting in some instances, transparencies, texture assignment per polygon face and UV mapping across multiple blocks ect ect. Than I use that info in conjunction with the .pcx layout maps to manually build level layouts. ( a single level can take up to 6 hours to build by hand) So yeah, Thanks to JR's Leak, I've been able to dive into the wonderful world of game Archeology yet again. When I say again, I say that because this new leak contains a different coding structure vs the previous .def file leak by HXC. Most Knowledge learned from the previous leak had to be discarded. Without further delay. May I present you with the first screens of the AXSX's version of The Gold Tile level running inside AXSX! (With Fisheye, and for the first time the official textures!)
Yeah it sure does.. its my favorite! I think this stage actually looks better without the fisheye effect personally.
Indeed, amazing stuff! = D It's lovely to see things from the new leak making their way into AXSX - especially something as instantly recognisable as this particular stage! Also very interesting to hear that there's quite that much difference between the structure of stuff in this leak compared to what we already had. I went back to the first page of the topic to compare the new screens with your original take on this stage, seeing the official version contrasted with the remake you did based on observing what little reference material was available at the time. Definitely looking forward to seeing more as it happens - also loved the look of that crazy mechanical level with the neon light rods from the new leak, which you showed pictures of in the X-treme POV stuff thread. = )
These screenshots look pretty good! I hope you can make this game look more like the original X-treme with new resources from the leaks.
Gorgeous! I've always liked those water platforms, and the Gold Tile room aesthetic as a whole. Are those water platforms using a transparent glass texture, or is it using its own water texture to accomplish that effect?
I'm pretty sure he's started to use what's available, can't wait to play this been far too long since the last demo. Not that I'm saying hurry up though, take your time Andrew
Oh no, its just a texture, its the same as the water texture but with an overlay of the gold tiles texture that has a square cut out to show the water texture that's been brightened up a bit. ( all was done with photoshop I would imagine) If I were to re-make the level with a modern twist than yeah I'd use some transparent refraction shaders!
I assumed as much. If I recall correctly, Saturn wasn't the best at handling varying opacities, right? They certainly were able to come up with convincing tricks to get around it!
There were screens of the Light beams shown of the level. they used transparencies, although I believe it may have been on the NV1 version that we were seeing. The later PC videos also had transparencies ( you can catch them in the crystal frost video when sonic is running up a ramp towards the screen, (the floor becomes transparent so we could see sonic) But yeah don't know if these would have made it into the Saturn build or not.
Woah...I really love how that looks; I'd absolutely love to play a cave/water level with this lighting aesthetic!
Status update , I think I have all the freshly leaked levels rebuilt now, (there are a fuck ton of them too) There may be a few stranglers here and there that I may have been skipped over. I will be checking for skipped areas and also double checking uv mapping and level accuracy which will be a few days worth of work. In the end we need to add delays that pop up with every day life ect , I predict that I should have everything finished in 2 weeks.(or maybe 3 at most concerning the new levels) Hopefully things go smoothly with my schedule. Edit: Chris has also been trying to help out with checking some areas that lack some .def information threw screenshots. I don't think its super easy or even possible to recall vivid details from memory for level layouts in 95 - 96. ( I think that the levels with incomplete data will be omitted from an AXSX release.) Its a shame that we are missing some of the .def files or .pcx map layout files. For instance we have some red sands type areas which by the way has my favorite texture work for the early levels but lack the level layout files or .def files. One . def file calls to load objects such as obelisks and other level props, but none are ever used within the layouts, ( but than again the layouts seem very incomplete, leading me to believe that they were unfinished, or early versions of later levels.) Other issues I've come across for the Egyptian levels are missing folder structures which use folders with names Cube01 cube02, and inside these folders houses textures with same names but different texture content per engine build folder. so there is no way to track down which textures go where.
It's a shame so much is missing, but on the flipside, it's super awesome you get to work with the man himself! That does suck about Red Sands, though. I've always enjoyed that level's aesthetic.