Burnout 3: Takedown - Out of Bounds Oddiities

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  • Опубліковано 28 вер 2024
  • Burnout 3, like many games, has objects and other weird things outside of the game's boundaries. This video showcases some of the more unique and notable ones.
    This video was recorded in 1440p via the PCSX2 emulator. It makes use of a hexadecimal changing code that enables access to the developer free camera.
    If you have any questions, such as about the video content, the free camera, the emulator, or literally anything else, please do ask and I will answer!

КОМЕНТАРІ • 39

  • @MatthewDiLeva
    @MatthewDiLeva Рік тому +19

    3:16 Seems like all three tracks in the Far East were meant to connect to each other in a triangular format, or so that’s how I see it given the iconic bridge in Golden City after the toll booths (the one in the video with the incorrect signs, specifically). But knowing that Dockside was probably suffering the aforementioned schedule being behind, it likely didn’t have enough development time to make the tracks involved into a trio like it should’ve.
    _…man I’m looking too much into this lore, huh…?_

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +7

      Haha, a man after my own heart I see.
      I've spent quite some time looking into Dockside and potential connections to other tracks, and have actually formulated a pretty concrete theory about it. The remark about the bridge was a hint regarding this. I plan to make a video in future about my findings on this subject.
      Dockside being cut from a loop containing Island Paradise and Golden City due to Dockside being behind schedule is a fact by the way, this comes straight from one of the developers who worked on the connecting part of the Tropical Drive we see in the final game.
      Unfortunately we don't know where the outward connections would have been though, but I have ideas. I don't think they would have used Golden City's bridge, but it is a potential candidate for sure.

    • @MatthewDiLeva
      @MatthewDiLeva Рік тому +2

      @@OmniGlitcher Not even gonna comment on that…
      I’m surprised no one has talked about the bridge up until the past month or so. I’ve always wondered where it went as a kid and didn’t know it was under construction.
      I saw a Reddit post about said developer explaining why it was behind schedule. Maybe if you work on the game for nine straight months, you’re bound to make some errors along the way without having any breathing room.
      One of the possible connections-like I said-is the bridge in Golden City and possibly the underpass of said bridge. The former is an absolute for sure, but the latter is just me spitting my gums.

    • @angelo95234
      @angelo95234 Рік тому +1

      @@MatthewDiLeva Ah, Screw you Matthew DiLeva

  • @CrashAttak5
    @CrashAttak5 5 місяців тому

    how do you get the free camera to do that? can you do it for any other game or just Burnout?

    • @OmniGlitcher
      @OmniGlitcher  5 місяців тому

      For GameCube games, like Burnout 1 and 2, you can use the inbuilt free look feature of the emulator. This can work with any GCN game.
      For Burnout 3, the freecam was accidentally left in the game's code, and can be reactivated with cheats. The code changes based on what region your game is from. The codes are collected on TCRF.
      For Burnout Paradise, it's a mod, plain and simple.

    • @CrashAttak5
      @CrashAttak5 5 місяців тому

      @@OmniGlitcher oh wow thanks man!

  • @mazda9624
    @mazda9624 Рік тому +27

    I know there are a few other appearances throughout the series, but for some reason, seeing humans in the Burnout series like the ones in the hot air balloon is just cursed

    • @andreavacca9182
      @andreavacca9182 Рік тому +3

      Other than the bike drivers, what are some other examples?

  • @Sharkmonger
    @Sharkmonger Рік тому +6

    The unused train model on Lakeside Getaway is a San Diego Trolley Siemens-Duewag U2. The whole Waterfront area is very heavily based on San Diego, so the model would fit right in if they'd used it!

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +4

      Good eye! I actually bring this up in my Real Life Inspirations video @ 2:10 (ua-cam.com/video/yYDWAF_hoJE/v-deo.html ). I didn't mention the specific model of tram however, so thanks for your specificity!

    • @Sharkmonger
      @Sharkmonger Рік тому +3

      @@OmniGlitcher Very cool, I'll give that a watch! I've been on a Burnout kick lately and I'm loving your channel!

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +3

      @@Sharkmonger Thanks! Hope you continue to enjoy it!

  • @siangaming28
    @siangaming28 Рік тому +5

    What?.. There are people in Burnout 3 only in the airballoons? 1:29 👀

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +2

      There's also a building texture or two that appears to have people in it, most notably the texture of what I believe is a bakery appears to have a woman in it. The texture itself is a common shop texture in the European tracks.
      But yes, this is the most obvious and definite texture of people in the game.

    • @zardians_of_galaxy
      @zardians_of_galaxy Рік тому

      Your driver also have a human model

    • @siangaming28
      @siangaming28 Рік тому

      @@zardians_of_galaxy yeah

  • @govinlock8568
    @govinlock8568 Рік тому +3

    I never noticed the sun is moving based on location at marathon and sprint tracks. I thought only NFS Undercover has that feature.

  • @raulcaubera2898
    @raulcaubera2898 Рік тому +1

    3:16 That bridge could be the connection between Golden City and Dockside, but I think cut during the development ´cause would be strange driving in Honk Kong (Dockside) and later driving in Bangkok (Golden City and the other Thailand style maps). Fun fact: Dockside is the only map that dont has a connection between other playable roads

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +2

      It is most likely the cut connection between Island Paradise and Dockside, given the bridge in Tropical Drive connects to Island Paradise on one end and has Dockside like architecture on the other.
      I plan to make a full video about this at some point, I've wanted to do so for a year or so now.

  • @oracularspy1592
    @oracularspy1592 Рік тому +1

    how are you using the freecam? even if i use the correct cheats, i still cannot use it at all

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +3

      I'm just going to copy-paste my previous response to this question. I'm assuming you're using the PCSX2 emulator.
      So, the exact steps are dependent on the version of the game you have, but I'll state the differences.
      1. Navigate to your PCSX2 folder. In the same folder that contains the executable, create a folder called "cheats" if it's not there already.
      2. Create a blank text file in that folder.
      3. If you are using the NTSC (USA) copy of the game, rename this file to BEBF8793 and change the file extension from .txt to .pnach. This file can still be opened with notepad.
      3a. If you aren't using the NTSC (USA) copy, open PCSX2, go to the debug tab and click "Show program log". Boot the ISO, wait a second or two. You may close the game if you want, but not the emulator. Somewhere near the start of the log after a tiny bit of scrolling will be a block of blue text. In the middle of the block will be the text Game CRC = 0x[Letters and Numbers]. Copy those letters and numbers and replace BEBF8793 in step 3. Make sure you still change the file extension.
      4. For the NTSC (USA) version, copy the following into the file:
      patch=1,EE,D04F50DC,extended,0000FFEB
      patch=1,EE,005179C0,extended,00000001
      patch=1,EE,D04F50DC,extended,0000FFBB
      patch=1,EE,005179C0,extended,00000004
      then save the file.
      4a. These codes are of the format "patch=1,EE,[X],extended,[Y]". If you have a different game version, go to Burnout 3's TheCuttingRoomFloor page to find the Free Camera codes. Your game code can be found in the same program log part in the line below the Game CRC. Ignore the decimal point, i.e. SLUS_210.50 is the same version as SLUS-21050. Copy the numbers that are relevant to your version from TheCuttingRoomFloor, replace [X] with the left column number and [Y] with the right column number. Create new lines for each line of code, so for the free camera you need 4 lines, 8 numbers total.
      5. In PCSX2, under the System tab, hover over "Game Settings", then click "Enable Cheats".
      6. Finally, if everything's gone well, press R3+D-Pad Up in game and it should let you use the Free Camera. R3+D-Pad Down switches it back to the regular camera.
      If you have any issues, please do let me know and I can assist again!

  • @SlyBalto
    @SlyBalto Рік тому +1

    This is so cool!! I've been trying to get the free camera working with PCSX2 but I've had no luck, how'd you do this? I got cheat engine but haven't been able to figure out what to change to get this to work lol I even have a converted cheat that should let me change the camera but it only sorta bugs out the camera as if it's doing something but the version of my game and/or emulator isn't working properly. maybe one day haha

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +3

      First off, thank you!
      So, the exact steps are dependent on the version of the game you have, but I'll state the differences. Also cheat engine is not needed, don't use that.
      1. Navigate to your PCSX2 folder. In the same folder that contains the executable, create a folder called "cheats" if it's not there already.
      2. Create a blank text file in that folder.
      3. If you are using the NTSC (USA) copy of the game, rename this file to BEBF8793 and change the file extension from .txt to .pnach. This file can still be opened with notepad.
      3a. If you aren't using the NTSC (USA) copy, open PCSX2, go to the debug tab and click "Show program log". Boot the ISO, wait a second or two. You may close the game if you want, but not the emulator. Somewhere near the start of the log after a tiny bit of scrolling will be a block of blue text. In the middle of the block will be the text Game CRC = 0x[Letters and Numbers]. Copy those letters and numbers and replace BEBF8793 in step 3. Make sure you still change the file extension.
      4. For the NTSC (USA) version, copy the following into the file:
      patch=1,EE,D04F50DC,extended,0000FFEB
      patch=1,EE,005179C0,extended,00000001
      patch=1,EE,D04F50DC,extended,0000FFBB
      patch=1,EE,005179C0,extended,00000004
      then save the file.
      4a. These codes are of the format "patch=1,EE,[X],extended,[Y]". If you have a different game version, go to Burnout 3's TheCuttingRoomFloor page to find the Free Camera codes. Your game code can be found in the same program log part in the line below the Game CRC. Ignore the decimal point, i.e. SLUS_210.50 is the same version as SLUS-21050. Copy the numbers that are relevant to your version from TheCuttingRoomFloor, replace [X] with the left column number and [Y] with the right column number. Create new lines for each line of code, so for the free camera you need 4 lines, 8 numbers total.
      5. In PCSX2, under the System tab, hover over "Game Settings", then click "Enable Cheats".
      6. Finally, if everything's gone well, press R3+D-Pad Up in game and it should let you use the Free Camera. R3+D-Pad Down switches it back to the regular camera.
      If you have any issues, please do let me know and I can assist again!

    • @SlyBalto
      @SlyBalto Рік тому +2

      @@OmniGlitcher DUUUDE it works thank you so much!! I had a .pnach file already set up so maybe I just used the wrong code for it or something LOL you're the best, 12 year old me would've been so hyped to try this out years ago haha

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +1

      @@SlyBalto You're welcome! Hope you can have some fun with it even if you're not your 12 year old self!

  • @yuuycockdemnations69420
    @yuuycockdemnations69420 Рік тому +7

    0:23 those look exactly like the 2200-series train cars from the Chicago Transit Authority. But why Criterion decided to use those is strange considering that track isn't in the United States.

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +3

      Good eye! This is actually a simple case of model reuse.
      The track Downtown is based off Chicago, and features a rail system based on Chicago's "L", with these exact train cars running on the tracks.
      It is likely that these trains were reused for Winter City as a placeholder of sorts, as Downtown was most likely nearing completion during work on Winter City, so the asset for the train would have been available.
      Unfortunately we can only speculate as to why this train wasn't replaced with the appropriate model, but ultimately any reasons I can think of come down to time and/or budget, and the Chicago model trains are good enough to represent a U-Bahn train, especially one that's largely obscured by fencing.

  • @NoBillsOfCrashDamage
    @NoBillsOfCrashDamage Рік тому +1

    I had no idea about those crates floating well above Tropical Drive o_o
    There's some planters / dividers hidden to the side by the Waterfront tram intersection, but I suppose they weren't interesting enough to include here.
    As for objects that remain rendered even if the rest of the level is gone, why are trams part of this logic?

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +1

      They are rather small. I only noticed them by happenstance when I was doing the composite pictures over on Reddit. I initially thought they were some more dev cubes.
      Absolutely, as I mention in the description, there's a couple of other out of bounds things but the ones I've shown are the most noteworthy in my opinion.
      I imagine they need to stay loaded to remain on their animation cycles. Given they're on set paths, and long ones at that, you could potentially manipulate the loading/deloading mechanism to have the trams and trains and such overlap otherwise.

    • @NoBillsOfCrashDamage
      @NoBillsOfCrashDamage Рік тому +1

      @@OmniGlitcher
      On that note, there's an easier way to elevate the camera without needing to change the angle. IIRC, you need to hold R1 and input a vertical direction with the analog stick. That way it travels exclusively through the Y axis.
      I had a feeling that was the case :d
      Such manipulation would require advanced modding O_o

    • @OmniGlitcher
      @OmniGlitcher  Рік тому +1

      @@NoBillsOfCrashDamage Yeah, R1 is also a modifier of sorts. R1+L Stick Up/Down is exclusively vertical, R1+L Stick Right/Left applies a tilt, and R1+R Stick Up/Down applies a zoom. As far as I can tell there's no R1+R Stick Right/Left function though.
      If the animation was dependent on player loading, rather than a static animation, it would actually be very easy to manipulate. Loading manipulation is done a lot in speedrunning.

    • @NoBillsOfCrashDamage
      @NoBillsOfCrashDamage Рік тому +1

      @@OmniGlitcher
      I sometimes accidentally tilt the camera. I haven't really found any use for such angles, other than the occasional cinematic screenshot.
      Speedrunners are loading wizards D:

    • @angelo95234
      @angelo95234 Рік тому

      @@NoBillsOfCrashDamage GOATS