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Psychonauts - Unused levels
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- เผยแพร่เมื่อ 18 ส.ค. 2024
- Playlist: • Psychonauts Unused Levels
Timestamps:
00:00 - Intro
00:39 - ActionLand
03:00 - ActionLand_Night
05:04 - CMBT
07:59 - 2264FF46
09:34 - 5ACA1CB5
12:25 - LOAR
14:28 - NILA
15:11 - ASLC
15:57 - Test_BeveledCube
16:30 - TEST_CubeGravity
16:54 - DETE
17:35 - MMtest
18:40 - MM_Map
19:30 - C4F33652
20:03 - 2EB1CD35
20:29 - 524F2460
20:55 - 01C63A60
QA:
- Why don't all levels have names?
The PS2 version uses hashes instead of file paths to resolve file references. This results in it being impossible to identify the name of a file unless it's already known beforehand. The level names we have usually come from leftover LUA scripts or log files referencing them.
- How were the levels converted from the PS2 format to the PC one? Is the conversion 1:1?
Most of the level data is identical between versions. The biggest difference is how the mesh data is stored. On PC it's multiple vertex streams for things like vertices, uvs, colors, normals etc. On PS2 this data is packed into a VPU microprogram. By emulating how the PS2 runs the microprogram and unpacks the data into memory we managed to extract it and convert it to the PC format. There are however several issues.
The first is that the VertexStreamBasis data is missing. Although we're not entirely sure what this is it does seem to be pre-calculated normals for specular reflections among other things. These have for now all been set to 0 which results in the reflections not being displayed accurately.
The second issue is that the PS2 version doesn't use lightmaps, but instead vertex colors. It would appear that when the PS2 devs converted the PC mesh data to their PS2 format that they generated vertex colors from the lightmap textures. This ends up with a lot of lost light data which results in the levels not being lit exactly as they originally were. Although a lot of these lightmap textures actually still exist the uv-mapping is missing, so they can't be used. Some levels on PS2 also end up having certain surfaces use vertex colors which are fully black. In most cases this was left as is, but in the case of the early Campgrounds level I manually removed most vertex colors as it made the entire level fully black otherwise.
Another issue is that of missing polygons. For some meshes it appears that every second triangle is missing. Most likely these meshes originate from very early PC files which supported quads and were then truncated into triangles for the PS2 data. Because of this there is no way to fully restore them.
It is also worth mentioning that during the conversion all of the polygons were made to be double-sided.
- Are there more unused levels besides the ones shown here?
Possibly, but most likely nothing major. The PS2 version has over a thousand exclusive mesh files, most of which are existing level props. There do exist other unused models though such as ones from the pre-rendered cutscenes. Sadly a lot of models suffer from missing textures and/or polygons.
- Why do only some levels have music?
Only some of these levels have their level scripts preserved. For the rest the game defaults to not playing any music and not showing a skybox. For a lot of these I manually set it to use a black skybox to make the level viewable without any graphical artifacts around the level.
- Are these levels available to download anywhere?
Not currently. You can manually get them working as I did, but it's currently a bit convoluted doing so. Luckily the game has a lot of modding potential and allows all of its files to be fully unpacked (meaning the game can load raw .dds files, .lua scripts etc. without them being packed into the level packs or game packages), so hopefully all of this can be made easier in the future.
15:29 Ah yes, the most calming of ASMR's. The sound of a burning asylum.
😂
This is just Raz in the mind of a level designer.
You can actually see some of these test locations in the original game's trailer.
Really which one?
@@fatherofthepigeons2854 Lungfish battle. One of the original trailers featured Raz fighting Linda in the tree section of the Brain Tumbler Experiment
This is exactly what ive been waiting for! I have no words other than thank you yet again RayCarrot, Droolie and Jill!
this is so cool! thank you so much for putting all this together!
I miss the broken leviation in this game! Wish 2nd one had a toggle option as a new game+ or endgame unlock
Great work, Ray + Droolie & Jill! 👍 Interesting discoveries, and nice to see how sewer grates are used for 'teste;portation' here! I recognized Basic Braining & Milla's Dance Party in the first few unused levels 😉 Icing on the cake: Raz trippin' as a 'Psychedelicnaut' in Milkman Conspiracy ^^ This makes me want to play the original for the 3rd time/nostalgic trip as well! Thanks!
8:02 This one makes me think of a SDK demo room. Maybe it came with an early xbox SDK or even a PS2 one, and was added in super early development of either the base game or the port to test maps before they had art? Either way, it's clearly not made for Psychonauts. The scale seems more fit for a first person camera.
9:33 Reminds me of the iteration of the camp from when it was still called Whispering Pines. The render from around 2002 has a similar looking layout to the main building here. I'd wager a guess that this was a sort of 'artist scratchpad' as they were setting up various LODs for the different parts of the camp. Also, is that the Psychic Six's tent thingy from Psychonauts 2 at the end? Did they plan that back then???
12:26 What on earth is this?! There's nothing we know of the Kochakamara fight that'd indicate a layout like this. Must've been a *very* early map.
15:58 & 16:30 Probably a test map for Sasha's Shooting Gallery. That cube sure is beveled.
8:02 Perhaps. I asked a dev about it who was going to look into it, but then he never replied: twitter.com/RayCarrot/status/1573576914715004930
9:33 You mean the Heptadome? It kinda looks like it yeah, but judging by some of the textures I'd say it's probably meant to be the Psychoisolation Chamber.
12:26 Hm, I can't remember for sure, but Jill has written about some earlier versions of the fight: tcrf.net/Psychonauts/February_2013_Steam_Build/Scripts#Original_Kochamara_fight and twitter.com/ScrungusCrungus/status/1532021453826281472
15:58 & 16:30 Probably just general gravity testing maps I'd imagine. Although that would mainly be used for Sasha's level yeah.
Finding out about this was more exciting than playing 2.
"Unfinished campgrounds" isn't actually an unfinished version of the campgrounds, it's far geometry of the cabin used in Coach Oleander's segment of the map when you look out to the main cabin.
It's not. The geometry you see from the Kids' Cabins area is much closer to how it actually looks in the game and with proper collision. This geometry here on the other hand is an actual map with a spawn point for Raz and much earlier designs (like how the bridge and campfire area looks).
How is this only 2 weeks old and just coming out now…. Im surprised no one has created custom levels for the first game like as a mod
i didn't know this was a thing.
Good stuff!
Would it be possible to mod in different maps on PC? Like basically porting a map from a different game or making a custom map.
@@malekd.ketchup9047 Jill is making a tool for it, but I don't think it's ready for release yet. The only other way would be to do it programmatically.
Man, I miss the old levitation animations.
this game look good
i think the first unknown level was some kind of lighting test
Hello raycarrot . Do you have any %100 percent switch rayman legends save file ?? I cant find any in internet
Your save is tied to your account, so I doubt that'd work very well. But no, i don't have any save files to share.
Its ok . Thanks
cool
Do rayman Adventure challenges again
Do you know how to apply dev team ray for xbox360 console for legends ? I tried savefile and changing textures but the painting dont appears . What apply ubiray button does in rcp ?? Only changing savefile ? Or it changes other things in gamefile too ??
Could you please not post so many off-topic comments on my videos? If you want to ask a question about RCP there's a pretty recent RCP video to do so on. Alternatively you can dm me on Twitter.
As for your question, the button doesn't touch your save file at all. It edits the game configuration to mark UbiRay as a normal unlockable costume. By default it is set to only be unlocked under special conditions (if a dev is playing). It also fixed the text on the painting so it appears correctly.
@@RayCarrot oh sorry .