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Post by GogoDG on Jul 4, 2017 15:57:03 GMT
Nigga WTF?!
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Post by NFS1707 on Jul 5, 2017 1:51:03 GMT
But the pillars that support it are not that tall to lift both roads high enough for a ship to pass. Maybe there's a hydraulic that lifts the entire bridge up 90 degrees from one side? Hydraulic only one side? The ship wouldnt go straight and can be scratching the bridge and broke the bridge.
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Post by GogoDG on Jul 5, 2017 6:25:08 GMT
And with a bridge that weights some tons it wouldn't be possible to be lifted just from one of the sides. In the beginning I thought that the top was more like a roof, but that didn't made any sense. Firstly why a bridge would need a roof and secondly the second story is a copy of the first, so it's basically a useless two story bridge.
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Post by NFS1707 on Jul 5, 2017 10:45:40 GMT
And with a bridge that weights some tons it wouldn't be possible to be lifted just from one of the sides. In the beginning I thought that the top was more like a roof, but that didn't made any sense. Firstly why a bridge would need a roof and secondly the second story is a copy of the first, so it's basically a useless two story bridge. Wait for alien copters landing on top
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Post by nissan240sx on Jul 5, 2017 11:10:04 GMT
And with a bridge that weights some tons it wouldn't be possible to be lifted just from one of the sides. In the beginning I thought that the top was more like a roof, but that didn't made any sense. Firstly why a bridge would need a roof and secondly the second story is a copy of the first, so it's basically a useless two story bridge. en.wikipedia.org/wiki/Moveable_bridgethere are many kinds of bridges, including such a lifting one. Like I said the second floor ISN'T supposed to be there, it's a mistake and might be there because the bridge was intended to move (so it would be animated). Also it's being lifted by both sides, the whole bridge moves up, it doesn't open in the middle.
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Post by GogoDG on Jul 5, 2017 13:14:50 GMT
Your theory makes sense, the second bridge (the one on top) has no effects applied (ex shadows, lighting, ect). It may have been intended as a movable bridge.
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Post by GogoDG on Jul 5, 2017 19:32:16 GMT
For my next trick big post I'll need all the beta screenshots, previews, ect. that you can find. So if somebody wants to help, you can post them here or PM me.
Oh, and I almost forgot, if somebody knows or have seen, on beta screens or beta race selection screen, I need the beta map. Done.
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Post by GogoDG on Jul 8, 2017 20:02:57 GMT
I'm back for more. Be warned that this will be a long post. Before I start I know about UG1 beta thread: needforspeedtheories.boards.net/thread/1191/nfs-underground-beta-differences-changes but it's inactive and my thread is more about comparisons than removed content. And I know that some of these findings are already known but I wanted to cover them/compare them to the final product. Anyways today I'll cover changes/differences between some beta screenshots and now. Chinatown: There isn't almost anything changed here apart from some props missing. The only thing I can say is that in the beta Chinatown look more bright and lit. These are from the build around September (if I'm not mistaken, or maybe August) Notice the missing lights in the back, in actuality they're underneath that surface, I don't know why they're there, maybe a bug? Again, Chinatown looks so bright. In the game some of those props, like the lanterns for example, are not working. They're supposed to emit light. It reminds me of the port of GTA San Andreas to PC, some props were not working or completely missing. The arrow things (don't know how they're called) are missing in action. The red billboard is missing. I really love this beta screenshot, wwith the fog and the fire, it makes it more mysterious. By the way the fire texture is still in the game's files. The only difference, that I can see, is the park entrance being less detailed. Many people, including one of my friends, have asked where is this located? Because of the weird angle is hard to point out where it is if you don't take a look at the surroundings. Look at the reflections. More on them later. Downtown/Inner City: Atlantica and around the Airport: Drag tracks: Market district and Stadium: See through glass: Early game screens show that some buildings had a see through glass (the one in front of the player in Olympic square). Why was it removed? One thing is for sure it was a last minute decision because the support thingies are still in the building. Another thing to note is that some beta ai/shortcut paths go trough this building, which leads me to believe that this glass was breakable simmilar to the greenhouse in ug2. In conclusion Chinatown looked more lively and bright. And it was mostly used in promotional pictures along with Market District. Port Royal is nowhere to be seen on the beta pictures, which leads me to belive it was finished at a later point in development along with the construction shortcut. The game had amazing reflections, which made it look like it just have rained, and this mysterious fog... If gRiM or anybody else for that matter don't have a problem with this thread continuing from what UG1 beta thread started, I may post some interesting findings from the game's files.
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Post by NFS1707 on Jul 9, 2017 6:26:56 GMT
The maker of the photo with the blue Focus would had hard job to snap the photo of the front of car without pausing Sorry for bad enhlish
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Post by GogoDG on Jul 9, 2017 6:44:32 GMT
Firstly, sorry about me calling it a Fiesta, I knew that it is Focus but I don't know why I wrote that. And secondly, I think the person who took the screenshot, looked back and pressed a key (maybe on a keyboard) to take the screenshot, similarly to how I take screenshots from UG1, through Steam.
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Post by Agent6 on Jul 9, 2017 20:57:37 GMT
Great comparisons.
It really is interesting to see how the game changed over time, and a number of changes were for the better (like the industrial sky in some areas being replaced with dark blue and the joke start line).
Shame the game got downgraded quite a bit (to say the least), but games get downgraded all the time, much more often in the past due to the limitations. Another game from the mid 2000s which was visibly downgraded would be Doom 3. The E3 footage looked significantly better than the final product but well, how many could've played it back in the day. Furthermore, not everything about graphics should be taken as a downgrade as the devs usually make the games look better than they're meant to in order to show the engine's capabilities.
I would've loved to see the fog in some areas around the city, but not inside it. I find it annoying and in some images even distracting. Maybe that could be one of the reasons it was removed. It would've been nice to have a (better? Been quite a while since I played UG1) weather system however. As about the all so popular better reflections, honestly I prefer the ones from the final product. It was just way too shiny imo, as if the player drove on glass, and that is something I wouldn't have liked to see.
About the vinyl on the blue Supra, actually no, it wasn't cut. I'm quite sure it still exists in the final game and is usable by the player by using normal means.
Lastly, for me, good to know Eddie's Skyline did in fact have yellow rims at some point. Just like with Taz's video from MW2005, I always thought the devs overlooked those little details and it was a consistency issue. Turns out it isn't. And the picture with the Focus, I was initially going to say it's the older one since that tahometer is incomplete, but the color scheme is almost like the final version and the early one was dark blue. Moreover, the reflections in the picture with the Lancer are even stronger, which is another indicator that it's older. + the industrial sky.
Keep up the good work.
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Post by GogoDG on Jul 9, 2017 21:44:40 GMT
Thank you for the kind words man. I'll continue to post and even expand this thread. For now you're going to wait for part 2, because I've found even more beta screenshots. You're right for both, fog and reflections, they were a bit too much for the game. The fog, in some places, would have been a nice addition (ex around Chinatown and the park).
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Post by Blackweed on Jul 12, 2017 15:09:10 GMT
What kind of artistic direction BB was going for to make the roads so shiny and distractive?
Also the lights seem to have better a effect in the beta. I remember this is the same case with Carbon and its beta pics.
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Post by GogoDG on Jul 12, 2017 16:44:21 GMT
Oh, you have to wait and see some really early screenshots. The light textures were shit!
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Post by Blackweed on Jul 13, 2017 7:00:07 GMT
Oh, you have to wait and see some really early screenshots. The light textures were shit! Well some of the beta pics have realistic lens flare.
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Post by SpeedY on Jul 13, 2017 12:40:08 GMT
Guess who's back? It's... me. No applause? Oh well back to the topic. Today I'll show you some comparisons and I'll talk more about render zones. Water comparisons: Misc things in National Rail: Just to clarify I know that it's located in PR but I've split them. When I was young, the whole scenery gave me chills. I always felt like this is from the Terminator. The game is really inspired from Detroit by the looks of things. Now before I get into detail about render zones, I wabt to show you this comparison. In the first one NR is loaded but from another race (I flew with the debug cam) and some effects are not present/innactive. Whereas in the second one NR is loaded from the race menu. And here's another picture with unnecessary attention to detail from BB. (good job guys, you make an abandoned tunnel real as fuck but you can't make a realistic bridge)Render zones: The moment you've been waiting for. What are render zones? Well, they're a way for the developers of a game to save up on memory, especially on older games this is very present. Take UG1 for example, let's say you're in PR and you can see the buildings around you. But what's behind? Nothing, well parts of the city which are unloaded, sometimes you can see animated props (they don't dissapear, note: look in my previous post to learn more about them). If you have't played UG1 then I'll give you an example from UG2. When you're in the city you can see Jackson heights as a texture (not a lod, I'll explain the difference between them), when you go to JH you can see the city as a texture. In reality both are stored under the map to be placed when one part is unloaded. That's why you can't see the mystery highway from the city. It's because the water is loaded! In the first one NR is loaded but from another race (I flew with the debug cam) and some effects are not present/innactive. Whereas in the second one NR is loaded from the race menu. That isn't due to these things people are calling "render zones", They are selection sets and they exist even in nfsw(most noticeable to toggle events in the world)
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Post by GogoDG on Jul 13, 2017 13:17:10 GMT
My mistake then. I've tried to draw a conclusion from the information I've gathered. Thanks for the info Speedy!
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Post by GogoDG on Jul 14, 2017 8:55:46 GMT
Top of the mornin to ya laddies! Today I'll continue from my previous post. This is beta v now part 2. Chinatown: Market District: See trough glass: Miscellaneous: And finally Underground 1's map in somewhat of a better resolution plus in game render thanks to elaymm4Next time I'll show you some textures I dug up from the game files.
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Post by NFS1707 on Jul 15, 2017 6:44:33 GMT
The man statue is weird,a gold greenish man leaning forward holding steel ball
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Post by GogoDG on Jul 15, 2017 8:25:46 GMT
It's called art. Neither you nor I understands it well. People are strange when it comes to works of art.
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