Shademp
420
The command center (essentially Reeve's office) on the 6th floor of the WRO HQ is only ever observed in cutscenes and can't be explored in gameplay. I have only managed to enter by removing wall collision. As a result I have not explored the room with the intended ground collision, assuming it even has one. I am also only able to explore the z134 version of this office, since I can't load the damaged version of the office in z150.
The monitors have some juicy textures.
The upper right texture is easily recognized to hold concept art for the WRO HQ lobby.
The top left texture also looks like it could be concept art for WRO but I can't tell for sure. The 3D grids very much look like meshes for the headquarters itself. I wonder if these were taken straight from the 3D modelling tools for the area.
The other surprise is that zooming in on the text overlayed on some of these monitor textures reveal code for shaders.
More text can be deciphered but you get the point. Some text is easier to read when the texture is extracted, other parts are actually easier to see when zooming in on the monitors in-game.
"Lambert" is a term that often comes up in the context of shaders in computer graphics. It's a common model used for diffuse reflection and the term lambert is even mentioned in the Unity manual.
Now we have all filled our quota for reading the term "lambert" enough times in one day.
The monitors have some juicy textures.
The upper right texture is easily recognized to hold concept art for the WRO HQ lobby.
The top left texture also looks like it could be concept art for WRO but I can't tell for sure. The 3D grids very much look like meshes for the headquarters itself. I wonder if these were taken straight from the 3D modelling tools for the area.
The other surprise is that zooming in on the text overlayed on some of these monitor textures reveal code for shaders.
More text can be deciphered but you get the point. Some text is easier to read when the texture is extracted, other parts are actually easier to see when zooming in on the monitors in-game.
"Lambert" is a term that often comes up in the context of shaders in computer graphics. It's a common model used for diffuse reflection and the term lambert is even mentioned in the Unity manual.
Indeed, when I investigated the test/debug rooms for the PS2 game Castlevania: Curse of Darkness, I found rooms with a texture reading "lambert" pasted here and there.Unity documentation said:Here’s a Shader that sets the surface color to “white”. It uses the built-in Lambert (diffuse) lighting model.
Now we have all filled our quota for reading the term "lambert" enough times in one day.