A friend from <a href="http://www.sonicreikai.com" target="_blank">Sonic Reikai</a> forums called DaGuAr has found an unused level in Shadow the hedgehog, who looks like it is a test level.
<img src="http://I.imgur.com/gfVxI.png" border="0" class="linked-image" />
<img src="http://I.imgur.com/oAov3.png" border="0" class="linked-image" />
<img src="http://I.imgur.com/ZPR1G.png" border="0" class="linked-image" />
To obtain it, he got the file stg0000_01.one from shadow the hedgehog gamecube version, and extracted it with shth_one.exe ( thanks<a href="http://forums.sonicretro.org/index.php?showuser=6978" target="_blank"> total</a> for the tool) . Seven .prs files appeared, and he extracted them with PRS Decompressor.
the PRS files were the following:
STG0000_A_01.RG1.prs
STG0000_AF_01.RG1.prs
STG0000_COLI_01.BSP.prs
STG0000_K_01.RG1.prs
STG0000_O_01.RG1.prs
STG0000_OS_01.RG1.prs
STG0000_OW_01.RG1.prs
Inside were a few .bin files, and he used STG0000_COLI_01.bin , renamed it into STG0000_COLI_01.bsp and used in on the wrldview_d3d9.exe from the renderware SDK <a href="http://forums.sonicretro.org/index.php?showtopic=24724" target="_blank">in this topic</a> .
The real file extensions are the ones before the prs file, that's why it works once you rename them from the bin file.
He adds that he suspect that the "COLI" from the STG0000_COLI_01 filename, might be a reference for collision maps,and that the floor surface is walkable.
Also, that those files are only present on the gamecube ISO, not on the PS2 one....might be a proof that shadow the hedgehog was first programmed for gamecube?
Also, he ripped the test level with 3D ripper and made a render in 3D Studio.
<img src="http://I.imgur.com/jfeXA.png" border="0" class="linked-image" />
<img src="http://I.imgur.com/Tmv1E.png" border="0" class="linked-image" />
<img src="http://I.imgur.com/gfVxI.png" border="0" class="linked-image" />
<img src="http://I.imgur.com/oAov3.png" border="0" class="linked-image" />
<img src="http://I.imgur.com/ZPR1G.png" border="0" class="linked-image" />
To obtain it, he got the file stg0000_01.one from shadow the hedgehog gamecube version, and extracted it with shth_one.exe ( thanks<a href="http://forums.sonicretro.org/index.php?showuser=6978" target="_blank"> total</a> for the tool) . Seven .prs files appeared, and he extracted them with PRS Decompressor.
the PRS files were the following:
STG0000_A_01.RG1.prs
STG0000_AF_01.RG1.prs
STG0000_COLI_01.BSP.prs
STG0000_K_01.RG1.prs
STG0000_O_01.RG1.prs
STG0000_OS_01.RG1.prs
STG0000_OW_01.RG1.prs
Inside were a few .bin files, and he used STG0000_COLI_01.bin , renamed it into STG0000_COLI_01.bsp and used in on the wrldview_d3d9.exe from the renderware SDK <a href="http://forums.sonicretro.org/index.php?showtopic=24724" target="_blank">in this topic</a> .
The real file extensions are the ones before the prs file, that's why it works once you rename them from the bin file.
He adds that he suspect that the "COLI" from the STG0000_COLI_01 filename, might be a reference for collision maps,and that the floor surface is walkable.
Also, that those files are only present on the gamecube ISO, not on the PS2 one....might be a proof that shadow the hedgehog was first programmed for gamecube?
Also, he ripped the test level with 3D ripper and made a render in 3D Studio.
<img src="http://I.imgur.com/jfeXA.png" border="0" class="linked-image" />
<img src="http://I.imgur.com/Tmv1E.png" border="0" class="linked-image" />
This post has been edited by ashthedragon: 28 March 2013 - 04:33 PM