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PostPosted: Thu Oct 26, 2017 4:46 am 
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Albertosaurus
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Hmm, an interesting find you've got there, Draco. It looks like they were using actual hand models to represent magnet objects and the position in which Anne holds them at some point. Really clever, I must say - may have to try that myself at some point! Do those objects actually pick up the way the hand is shown to do so in-game?

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PostPosted: Thu Oct 26, 2017 5:55 am 
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I would have to check, I'm sure I will at some point; there's also that they are obviously based on the older, higher-poly hand, not sure what effect that might have. I was saying to Tatu we should get a shoulder-chunk model for the other magnets (which these objects seem to be missing entirely).

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PostPosted: Fri Oct 27, 2017 5:52 pm 
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Draconisaurus wrote:
I would have to check, I'm sure I will at some point; there's also that they are obviously based on the older, higher-poly hand, not sure what effect that might have. I was saying to Tatu we should get a shoulder-chunk model for the other magnets (which these objects seem to be missing entirely).

Presumably the older hand model won't really do anything, as it's the central point of the magnet model that Anne will grab in-game. The hand model is probably just for reference.

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PostPosted: Fri Oct 27, 2017 6:31 pm 
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Well yes I know. I wish to test experimentally that the exact shape differences don't shift where the hand appears on the retail Anne model.

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PostPosted: Mon Nov 27, 2017 5:35 pm 
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So, I've been wondering... after PJ was removed, either JR, IJ or both had to be modified so that the end of JR sort of matched the start of IJ, but how were they meant to be originally? I mean, we've been trying to figure out the route Anne should follow through PH based on the *current* layout of both JR and IJ, right?

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PostPosted: Mon Nov 27, 2017 11:49 pm 
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Yes, the famous PJ, Plantation Jungle... Vast expanses of plantations, far as the eye can see.

...We have an IJ from the same time as the PH we have, which has its own take on that area of terrain and is surely the one to look at. Basically, both levels have very basic hill-streambed-path-ish terrain, with PH having a couple crevice puzzles not in the IJ terrain. TI did a good job of linking them in his all-in-one, basically just take the very simplistic IJ terrain and cut in the PH ending, and they merge quite smoothly.

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PostPosted: Tue Nov 28, 2017 5:42 am 
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Yes, the famous PJ, Plantation Jungle... Vast expanses of plantations, far as the eye can see.

What's this PJ level? Never heard of it before. :|

Quote:
...We have an IJ from the same time as the PH we have, which has its own take on that area of terrain and is surely the one to look at. Basically, both levels have very basic hill-streambed-path-ish terrain, with PH having a couple crevice puzzles not in the IJ terrain. TI did a good job of linking them in his all-in-one, basically just take the very simplistic IJ terrain and cut in the PH ending, and they merge quite smoothly.

As Draco said, yes, they do link together fairly well, although if you want to connect IJ1 to PH, you have to remove some of one terrain or another in order to get them to combine together. What I ultimately did was cut the second crevice out of PH and have the IJ streambed begin after the first crevice, since the walkthrough mentions something about a "balancing beam" as being the ending of PH, which I had to assume was meant to go over that first crevice. Why exactly the PH terrain doesn't blend properly with the IJ terrain if supposedly there was only meant to be ONE crevice, I don't really know...perhaps the PH terrain is an older version, and IJ's streambed had at one point looked different so that it merged properly with it.

Do we know exactly around what build PH got cut?

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PostPosted: Tue Nov 28, 2017 6:40 am 
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PH is only in one of our builds... Sometime between that and the next one we have.

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