This video has had the highest amount of views just from youtube itself. What started off as one of least viewed videos in the first 2 days, has rised to 7,000. Thank you to everyone who gave this episode an audience :)
I just discovered your channel recently--it was a UA-cam suggestion, actually. I love the whole idea of this series, and can't wait to see what else you come up with. Great job so far man.
The holes in the floor of Realgam Colosseum are elevators, which was shown in Pokémon Colosseum. And in that game, a few cutscenes showcased all of the structures surrounding the stadium.
I think the holes in the last arena were there because it's a straight rip from colosseum where they were used also there's a lot of detailing in the arena because colosseum had panning shots of the entire thing before the batte starts
@@southpawmc4312 And the opponents. It's also why that same Colosseum has such an expansive area for the camera to explore since it's used in the scene with Ho-oh blowing up Evice's helicopter in Colosseum.
@Jason Sauce sequel, they state in game that it’s been 5 years since Cipher was attempting to rule Orre And further proof (outside the lady in the initial area who give a small rundown of Colosseums plot if you feel like it) the old man in Colosseum who sings about “Cranking gears for 30 years” has his song change to “Cranking gears for 35 years”
To me UA-cam is like a nature channel you watch a good youtuber with 10 sub's then a week later he has 1000 it is incredible of how small a channel can start of with then becomes one of the best youtuber of all time.
The textures being on the walls like that out of the camera is probably the texture atlas and it's there so that perhaps the engine will have to preload the assets in memory. Like in other games that some objects are all placed in a spot out side of view. They are loaded on the stage load and then moved into position when needed, instead of loaded at that time and the game having a hickup.
The holes in the Pokeballs in the relgam tower colosseum were used in the prequel "Pokemon colosseum" in that game you took an elevator directly up to the colosseum where you would battle trainers here who also took elevators up there
I love how you can just see all the remnants of Colosseum in the Realgam Colosseum. The holes in the pokeball designs are where the elevators that the trainers entered from at the end of the game were. Also, among the crowd are Cipher Peons with their Muted Purple and Blue designs from Colosseum as opposed to the new, white design used in Gale of Darkness)
This has been said already on some other comments, but this is a seriously great show. The attention to detail is evident all over the place. Please keep it up; this channel is going places.
I wouldn't say 'hardcore ralts fans'', I would just say ''curious pokemon fans''. I'm not a hardcore ralts fan,but i knew ralts had eyes since i started watching youtube videos about pokemon
Thank you! I'm the animator on Boundary Break. I've been working with Shesez since august (The Sonic Adventure episode). You can also see more animations on my channel as well.
The reason for why Chobin has those Wierd Fish-Lips-esque.eyes is because it's a common style used by Japan when doing a "Where's my Glasses" scenario. I'll admit that it really does look bizzare, but it's a thing in the comedic part of anime now.
The reason for those blocks with all of the textures in the scene is probably because those sides of the object weren't ever " UV'd " or "unwrapped", which is to say, their UVs (or texture coordinates; the coordinates that each polygon has that tell it where to look for its texture*), and since they were never changed, they were just left as the default coordinates; which would just display the ENTIRE texture file essentially. The reason that it displays an amalgamation of all the other textures in the room is that games usually try to pack as many different textures from a scene as possible into one single huge texture for--you guessed it--performance; Essentially if all the objects in a scene have the same texture and they are all being lit by the same lighting setup, the game can render them all at once as one big object. Rather than having to do each one individually, which is significantly slower. Absolutely love this channel btw! Keep it up!
man this is a great explanation but goes wayy over my dumb head lol do you have any links that might explain more or in more detail? i'd love to figure this out.
8:04 A lot of these locations were reused from Porquemon Colosseum. Those holes are for the elevators that take you up to the arena in Colosseum. I haven't played XD in a long time so I don't remember if they're used here, too.
I really like the support than this channel is having. I like a lot the intros for every episode, and, of course, every episode itself is fantastic. Congrats, shese guy
I must say, for a video series concept this is quite interesting to see. I like doing stuff like this in Project M, so it's nice to know I'm not the only one fascinated with observing a game at large. One thing to consider is for certain areas, they render spots for cutscenes, like the Realgam and Phenac Stadium being as detailed as they are.
This comment will probably never get seen. But it's clear from watching the older videos when comparing to the newer ones, this channel is so consistently great! All of the people that work hard on these videos, thank you! You guys do a great job.
Yeeep, I can tell that popping in the HDMI cable and watching this on my TV while I do crafting is going to be my go-to thing for the rest of the summer.. These videos are really well researched and fun!
I love your videos, man this was one of my most played RPG games during my highschool days, and seeing all these amazing details off camera, I can't believe there was so much done into this game! 10/10 loved it!
well, now that you've done a pokemon one, here's to hoping you do some of the other spinoff pokemon games down the road someday like pokemon channel, pokemon snap, and hey you pikachu. (pokemon mystery dungeon gates to infinity.....) i've seen all the boundary breaks episodes so far. keep 'em coming! ^-^
Fun fact from a game developer. When we have 3D models we still have to use 2D images to represent textures. We accomplish this by having 3D models store an internal map (called a UV map) of what area of an image they should be drawing color, bumps, transparency, luminescence and height. What most likely happened to cause these sides of object to have the whole of the textures on them is that the scenes were made as one object in the 3D modeling software and the developers know where the camera would be facing from. It's likely that they simply didn't map out the backs of these models knowing they wouldn't be seen and the map covered the entire texture by default settings in the 3D modeling software.
Man, this video is almost a year old. It's great to see how much you've improved in that time. Because this video is a year old, these comments probably already exist, but... The holes where the Poke Ball buttons should be are there because elevators come up through those holes in Pokemon Colosseum. Mt. Battle has a loading zone every 10 floors, it shows 3 beyond that to simulate it all being on one map. Around floor 50 the environment changes as you go inside of Mt Battle and floor 100 is on top of Mt. Battle, all are unique maps. The texture sheets used as textures exist because those are images within the game that contain the textures for every object the developers could want to put into the room, then it pulls a section of the image and uses it as a texture. Someone just applied the entire texture sheet as a texture to out of view objects in those rooms for some reason. You should really do an episode on Pokemon Colosseum at some point, I'd be interested in the differences between maps in this game and that one, as they share a lot of the same locations, including Mt. Battle. If the holes in the Colosseum are any indication, then the maps are probably largely the same, although there are changes from Colosseum to XD and entire areas from Colosseum that are nowhere to be found in XD, so there would definitely be stuff to work with. Perhaps a Colosseum episode as a 1-year anniversary to this video?
The textures all on one wall is what happens when you automatically lay out UV maps in some programs. They cover the whole canvas - and in this case, the rooms textures are all stored in just one image, so a wall that hasn't been bothered with by a human hand just ends up with the whole canvas on it!
Shesez No problem pal! Mario Kart?!?! YES!! Looking forward to it pal! I'll get sharing your channel will all my mates, hopefully get you some more subs because you really do deserve them :)
The holes around 8:03 are for the elevators; Realgam Colosseum was reused from Pokemon Colosseum, where it was a key story location. This is also why there's so much detail on the spikes of the tower - the cutscenes in Colosseum utilized several camera angles. (Also why there are a bunch of old-style Cipher Peons in the audience sprites)
Trelior But it's in the title... and the ''XD'' in it represents XD001 (Shadow Lugia), and the ''D'' has Lugia's face on it... Oh and, on a side note, I just noticed he used the spanish logo for Pokémon XD...
Great video, Shesez! Also that Pikachu in the thumbnail, does it really look like that ingame? Have a "Merry Halloween"! (The stores out here already have their Christmas decorations up...ergh.)
I think a good reason to why there is alot of "off Camera" detail just happens to be to help the animators. I mean it makes sense to have much more of the world map rendered then is shown just because it gives a few small visual cues as to what would be off in that general direction.. with a game who's normal camera is so close however well i think a good portion of it was just because they weren't quite sure how much they wanted to show at all.. as for the buildings that are fully rendered.. well i think that was just to save time as having some of the rooms pre-done for the "overworld" means you don't have to model two areas completely separately and gives better reference points overall
What's likely going on with those walls that have textures: To save space, devs will often use a single image to texture many different objects. The way they get things to look right is, explained in the simplest way possible, by mapping the vertices of different objects to correspond to locations in the 2 dimensions of a texture image. Especially for simple, rectangular walls, the default way these vertices are mapped is often just so that each corner of the object matches a corner of the texture, and when a wall could never possibly be seen by the camera's normal behavior, the devs likely just left the default mapping: hence, you see all the different (pieces of the) texture from the entire scene on the single wall.
It was really awesome to see all of these things I never saw when playing this game. It was my first ever video game and it holds a special place in my heart. Awesome video!
The holes in the Realgam Tower Colosseum are leftover from when they were used in Gale of Darkness's predecessor, Pokémon Colosseum. The holes were where the player and the other battlers (as well as the final boss) would appear at the climax of the game.
I use to develop games back in the day...and the reason many wall segments have a bunch of textures on them is two-fold. The first being simply for rendering purposes. By having them there, the devs can be assured the textures are being read in properly from whatever external file holds the data, and that the engine is rendering them correctly. The second reason is documentation. Game developers dont have good memories, so they need a quick, easy references for all textures they will be using. By having each texture on a wall nearby, the devs can easily refer to this wall to quickly determine the name of the texture they need to use for a particular object.
Oh, goodness, this game is so pretty - even and especially when viewed from weird angles that you can't see in the actual game. I remember just kind of standing in various places around Orre and just wishing I could zoom in on certain details or pan over just a bit more to look at everything. And I was apparently right - I would've loved to take in the scenery more like you did in this video. Thanks so much for making this! (And alas that I haven't seen this video until now.) Also, this game would be amazing if they remade it. It was beautiful already with Gamecube graphics; imagine it on the Switch. Among other things, they could reintroduce a rotating camera. Any plans to look at Pokémon Colosseum, or would that be too similar with too many reused areas from XD?
With the textures, it's probably a default fallback for when a textured object's face does not have a map to a specific area of the texture image. You have to admit, it's a dead giveaway and would be found very quickly in testing.
The holes in the Colosseum battle area are where the bosses came out from on the last area of Pokemon Colosseum. A little elevator would appear from there. The elevator isn't used in Pokemon XD but they obviously used some of the same maps from Colosseum :)
Your channel is freaking great (and I'm glad you decided to use my track that one time, ha ha) Just let me know if you need any fabulously chill covers of video game songs, and I promise I'll get to it quicker than the MOTHER 3 cover HAHA! Great video as per usual, and imma just like that one comment asking about the spinoff pokemon games~
Thanks Enyn! After a proposal like that my mind immediately went to work on what I'd love to hear a melancholy rendition of. I think if anything, I'd love to have something like that if i ever try to turn people on to startropics again. Its a bright, fun, colorful gam with upbeat music. But its mark on the game industry is a sad one. I think a cover of that would be a good one for sure
The pokeball button holes were used as elevators in Pokemon Colosseum. And the towers are shown when ho-oh flies over after winning the final battle of the game.
It's probably way to late, so I guess you won't read it... but if you ever going to feature Pokemon Colosseum the holes in the gigantic stadium make sense. Never got to play XD, so I wasn't aware of how much reused content there is. However, the holes were part of a elevator when you climb the tower if I recall correctly. Also a side to side comparison of CD and Colosseum would be very interesting to see how much they changed! :) Great video, keep it up!
6:56 It's the same map model as in Colosseum, you're just actually able to walk in it this time around. As for entering and exiting, you see those "roads" that circle the platform and lead down the channels? *They're close enough to jump to*!
Dude: Culling still happens, even in here, it's just that here it's based on proximity/relative position to CAMERA (however you manipulate it), where in other games it's based on proximity/relative position to the PLAYER CHARACTER, thus when you hack-move the camera, the culling doesn't update because the character didn't necessarily move too.
Oh god. So much nostalgia for my least favorite game of the Pokémon series. I played this game so many times, and I had a GameCube with no memory card so I literally had to keep it *throughout the whole duration of the game*. Which wasn't long really.
I played this game on Dolphin not much ago for the 50th time or so (maybe not that much, but I replayed this and Colosseum multiple times, best Pokemon games by far) and I discovered how to use the free camera halfway of my walkthrough. Really love the detail on it, it's surprising how huge some sceneries are when they hide anything that isn't on camera. I'll use the free camera on Colosseum next time I replay it (I have a walkthrough of Colosseum and XD pending where I use bad pokemon).
I'm so glad I stumbled upon this unique series! If you take requests for future videos, would you consider Pokemon Battle Revolution? It's made by the same team that produced Pokemon XD, so I wonder if there's a similar level of off-camera detail.
I think the holes are supposed to be where the elevators come up from. Also the lines outside the city are pipelines, as the city itself is on a desert.
So I know it's literally been nearly half a decade since you've released this, but do you remember what tool you used for the free-cam? I'm thinking about modelling some of the areas in Gale of Darkness, and being able to move around and get good screenshots of the areas for reference would help a lot.
Seeing the scope of Mt. Battle was awesome, I remember it more from Pokemon Colosseum (I didn't play XD until fairly recently) but dang, I really want to go back and finish that ultimate challenge. I wish that Nintendo would make another game in this type (Even if it is another Battle Revolution) that insane 100 battle challenge is something I wish would return.
Just stumbled across your channel when the dark souls boundary break was recommended, instantly subbed. You should do the rest of the souls series when you get the chance :) All of these videos are so interesting!
when a character with glasses takes their glasses off in manga, one way to show this is to use a 3 for the eyes to make it look like they are squinting. it looks weird in 3d though
I'm pretty sure you can find those walls with the sort of texture sample palettes in the old school gbc/gba/nds Pokemon games. If I were to take a shot in the dark from what little experience I have hacking Pokemon games I'd guess this is used like a paint palette. I'd continue to guess it wasn't removed because it would never be visible and changing values in Pokemon games can get very messy, so instead of having to clean up the mess caused by removing these palettes in each area, they just made sure they were out of frame.
Just a heads up Shesez ...2:13 Chobin doesn't have "little black eyes" behind his glasses..... Thats a shadow from the Ambient occlusion Bake... To save on render power they hide his strange mouth eyes when his glasses are on.... and only show them when they need to.
Good video as per usual, really not sure why all the textures are packed into one out of camera spot. Maybe they're being called or used from that spot? You should go seek out people who do game design and ask them about culling and so on. Also bring on the outro jokes!
Ooh, tempestad oscura, my favourite pokémon game. Yeah, I think you put a foreign logo on the thumbnail. Haven't actually watched the video yet, but I'm about to. Colosseum and XD are actually my favourite Pokémon games, so I'm hoping there'll be some cool stuff in this.
Phenac city, located in the middle of a desert, acts as an oasis using channels that direct water to the area. Those are the lines at 7:34. Supposedly established by the first mayor or explorer or... city maker?
This video has had the highest amount of views just from youtube itself. What started off as one of least viewed videos in the first 2 days, has rised to 7,000. Thank you to everyone who gave this episode an audience :)
I just discovered your channel recently--it was a UA-cam suggestion, actually. I love the whole idea of this series, and can't wait to see what else you come up with. Great job so far man.
Shesez i have the perfect game for you. vampire the masquerade bloodlines. with noclip you and your usuall tools you will find a ton of content
Risen* and it's 50k now :D
Just subscribed great vids love them
thank you sir!
The holes in the floor of Realgam Colosseum are elevators, which was shown in Pokémon Colosseum. And in that game, a few cutscenes showcased all of the structures surrounding the stadium.
I think the holes in the last arena were there because it's a straight rip from colosseum where they were used also there's a lot of detailing in the arena because colosseum had panning shots of the entire thing before the batte starts
Phoenix Sosuke exactly
Phoenix Sosuke the holes in the ground were where the elevators would come up from with the player in Pokémon Colosseum.
@@southpawmc4312 And the opponents.
It's also why that same Colosseum has such an expansive area for the camera to explore since it's used in the scene with Ho-oh blowing up Evice's helicopter in Colosseum.
@Jason Sauce sequel, they state in game that it’s been 5 years since Cipher was attempting to rule Orre
And further proof (outside the lady in the initial area who give a small rundown of Colosseums plot if you feel like it) the old man in Colosseum who sings about “Cranking gears for 30 years” has his song change to “Cranking gears for 35 years”
0:44 Pikachu, what happened to you?
hes seen some things man
Crystal Meth is hell my dud.
There are some places the Boundary Break Camera was never meant to see.
He Googled his name.
Sara Schmidt he saw gardevoir fanart
Damn such high quality videos. I love finding channels before they get huge
SWOLESILVERBACK over 100000 now, its crazy
Give it 6 months and this channel will have 1m subs
SWOLESILVERBACK He's big now. Hi I'm from the future! 9 months into the future to be exact!
welcome to two years in the future! He now has over 500k subs. Good find SWOLESIlVERBACK
I love how I saw this exact comment here, three years ago and forgot that I saw this vid. Damn, he really got a better mic.
This is an incredibly underrated channel, I can't wait to watch it grow
yeah, i heard about it when he posted on the gfaqs darksouls board asking for ideas. i binged watched the entire playlist because i loved it so much!
Sorry it took me 6 days to get to this, but thank you, both of you!
this game probably made this the most detailed episode. Not by length, but by what the game had to offer. Standing news reporter ovation!
To me UA-cam is like a nature channel you watch a good youtuber with 10 sub's then a week later he has 1000 it is incredible of how small a channel can start of with then becomes one of the best youtuber of all time.
Yeah great videos he makes!
The textures being on the walls like that out of the camera is probably the texture atlas and it's there so that perhaps the engine will have to preload the assets in memory. Like in other games that some objects are all placed in a spot out side of view. They are loaded on the stage load and then moved into position when needed, instead of loaded at that time and the game having a hickup.
I thought they could've been kind of a texture palette the devs used but this makes more sense.
That intro...
Pokemon Trainer used No-Clip!
It was Super Effective!
The Sleeping Snorlax woke up!
+Golden0706 Pokemon Trainer used Run Like Heck!
Austin Spears Snorlax used Katamari Damaci!
Proto L Pokemon Trainer dodged the attack!
Austin Spears is that a tf2 map
Pokemon XD Gale Of Darkness should be ported on the switch.
Both of them should be a bundle. Without one being a download code.
@@GabePuratekuta I was thinking the same thing recently. 60 bucks for both ported bundle.
This is just one of those games that's just perfect for boundary break. So many background details!
The holes in the Pokeballs in the relgam tower colosseum were used in the prequel "Pokemon colosseum" in that game you took an elevator directly up to the colosseum where you would battle trainers here who also took elevators up there
a first game is not it's sequel's prequel
MilesDaFoo616
A prequel refers to a sequel that takes place in the past. If you meant the game before, you’d just call it the game before.
I love how you can just see all the remnants of Colosseum in the Realgam Colosseum.
The holes in the pokeball designs are where the elevators that the trainers entered from at the end of the game were. Also, among the crowd are Cipher Peons with their Muted Purple and Blue designs from Colosseum as opposed to the new, white design used in Gale of Darkness)
Great episode, again! I actually never heard of this game before. It looks cute.
Thanks for the end credits, too. Much appreciated.
Of course! Thanks for the amazing intros as always MC!
MC94 Noice
This has been said already on some other comments, but this is a seriously great show. The attention to detail is evident all over the place. Please keep it up; this channel is going places.
thank you very much!!
"Hardcore Raltz fans..."
*shudder*
RALTZ, not Gardevoir. Don't worry.
not even i'm a hardcore gardevoir fan.
I like them for how loyal and caring they are for their trainers, not JUST because they're pretty.
iraqilemonade -I'm fan!- I'm not
I wouldn't say 'hardcore ralts fans'', I would just say ''curious pokemon fans''.
I'm not a hardcore ralts fan,but i knew ralts had eyes since i started watching youtube videos about pokemon
Honestly, I don't know how some people's minds can do that to a poor Pokèmon...
Cp_gorge is my favorite area in pokèmon
Pepsi Man lmao
Pepsi Man which one? I prefer the Halloween one, those crabby and pidgey have been replaced by rarer dark, psychic and ghost types.
Pepsi Man the real question is if it's attack and defense or 5 cp
Sheik is my favorite voice actor for Red
Turbine is my favorite map/area ...
That was one of the best intros yet.
Fireshock20 Aww, thanks, man. It was a lot of fun to make.
Shesez did a great job with the audio design too.
Yeah, Pokemon and TF2 really does make one of the best intros yet. Yeahhhh
The intro was well animated! I hope to see things like these often on your next videos :)
Thank you! I'm the animator on Boundary Break. I've been working with Shesez since august (The Sonic Adventure episode).
You can also see more animations on my channel as well.
PikaChu has clearly seen some shit 0:44
What a great series. I can't believe I've never seen anyone else do this. Keep up the good work Shesez
Thank you sir
The reason for why Chobin has those Wierd Fish-Lips-esque.eyes is because it's a common style used by Japan when doing a "Where's my Glasses" scenario. I'll admit that it really does look bizzare, but it's a thing in the comedic part of anime now.
The reason for those blocks with all of the textures in the scene is probably because those sides of the object weren't ever " UV'd " or "unwrapped", which is to say, their UVs (or texture coordinates; the coordinates that each polygon has that tell it where to look for its texture*), and since they were never changed, they were just left as the default coordinates; which would just display the ENTIRE texture file essentially.
The reason that it displays an amalgamation of all the other textures in the room is that games usually try to pack as many different textures from a scene as possible into one single huge texture for--you guessed it--performance;
Essentially if all the objects in a scene have the same texture and they are all being lit by the same lighting setup, the game can render them all at once as one big object. Rather than having to do each one individually, which is significantly slower.
Absolutely love this channel btw! Keep it up!
man this is a great explanation but goes wayy over my dumb head lol
do you have any links that might explain more or in more detail? i'd love to figure this out.
8:04 A lot of these locations were reused from Porquemon Colosseum. Those holes are for the elevators that take you up to the arena in Colosseum. I haven't played XD in a long time so I don't remember if they're used here, too.
Just found these videos. Love them! They answer a lot of questions I actually had in my childhood, thank you!
Very welcome!
Aww I would’ve loved to see all of Mt. Battle
I really like the support than this channel is having. I like a lot the intros for every episode, and, of course, every episode itself is fantastic. Congrats, shese guy
David AALV Thank you! The intros are a lot of fun for me to make. Especially because Shesez is such a cool guy.
I must say, for a video series concept this is quite interesting to see. I like doing stuff like this in Project M, so it's nice to know I'm not the only one fascinated with observing a game at large.
One thing to consider is for certain areas, they render spots for cutscenes, like the Realgam and Phenac Stadium being as detailed as they are.
This comment will probably never get seen. But it's clear from watching the older videos when comparing to the newer ones, this channel is so consistently great! All of the people that work hard on these videos, thank you! You guys do a great job.
Yeah it is lol
Yeeep, I can tell that popping in the HDMI cable and watching this on my TV while I do crafting is going to be my go-to thing for the rest of the summer..
These videos are really well researched and fun!
I think the extra textures are mottled together so that developers in debug mode could see which textures weren't properly loading in each room.
I love your videos, man this was one of my most played RPG games during my highschool days, and seeing all these amazing details off camera, I can't believe there was so much done into this game! 10/10 loved it!
the waluigi reference 1 min 30 in made me laugh for a good minute.
1:36
well, now that you've done a pokemon one, here's to hoping you do some of the other spinoff pokemon games down the road someday like pokemon channel, pokemon snap, and hey you pikachu. (pokemon mystery dungeon gates to infinity.....)
i've seen all the boundary breaks episodes so far. keep 'em coming! ^-^
I think Snap and Mystery Dungeon would be the ones that would be most interesting to see.
Blue Sparx yeah, probably ^^
also, is it "gates to infinity" or "gales of infinity"? i keep forgetting.
mewthemew It's "Gates."
Blue Sparx ok good. i was reading it wrong the whole time.
pokemon snap would be awesome because its an on rails shooter of sorts. i bet there is loads of crap the devs didnt expect anyone to see.
Fun fact from a game developer. When we have 3D models we still have to use 2D images to represent textures. We accomplish this by having 3D models store an internal map (called a UV map) of what area of an image they should be drawing color, bumps, transparency, luminescence and height. What most likely happened to cause these sides of object to have the whole of the textures on them is that the scenes were made as one object in the 3D modeling software and the developers know where the camera would be facing from. It's likely that they simply didn't map out the backs of these models knowing they wouldn't be seen and the map covered the entire texture by default settings in the 3D modeling software.
Man, this video is almost a year old. It's great to see how much you've improved in that time.
Because this video is a year old, these comments probably already exist, but...
The holes where the Poke Ball buttons should be are there because elevators come up through those holes in Pokemon Colosseum.
Mt. Battle has a loading zone every 10 floors, it shows 3 beyond that to simulate it all being on one map. Around floor 50 the environment changes as you go inside of Mt Battle and floor 100 is on top of Mt. Battle, all are unique maps.
The texture sheets used as textures exist because those are images within the game that contain the textures for every object the developers could want to put into the room, then it pulls a section of the image and uses it as a texture. Someone just applied the entire texture sheet as a texture to out of view objects in those rooms for some reason.
You should really do an episode on Pokemon Colosseum at some point, I'd be interested in the differences between maps in this game and that one, as they share a lot of the same locations, including Mt. Battle. If the holes in the Colosseum are any indication, then the maps are probably largely the same, although there are changes from Colosseum to XD and entire areas from Colosseum that are nowhere to be found in XD, so there would definitely be stuff to work with. Perhaps a Colosseum episode as a 1-year anniversary to this video?
7:57
hehe...
"...need to *pee* there"
The textures all on one wall is what happens when you automatically lay out UV maps in some programs. They cover the whole canvas - and in this case, the rooms textures are all stored in just one image, so a wall that hasn't been bothered with by a human hand just ends up with the whole canvas on it!
You deserve MANY more subs pal, GREAT channel with amazing content, keep it up :)
Sir thank you very very much! Hope you look forward to the Mario Kart DS episode this week
Shesez No problem pal!
Mario Kart?!?! YES!! Looking forward to it pal!
I'll get sharing your channel will all my mates, hopefully get you some more subs because you really do deserve them :)
Just found this channel today and have been loving just binging on this content, keep up the great work
The holes around 8:03 are for the elevators; Realgam Colosseum was reused from Pokemon Colosseum, where it was a key story location. This is also why there's so much detail on the spikes of the tower - the cutscenes in Colosseum utilized several camera angles. (Also why there are a bunch of old-style Cipher Peons in the audience sprites)
I love you for making an episode on Pokémon XD! Oh and why not include the ''XD'' in the title?
Because "XD" looks like a dumb smiley.
Trelior But it's in the title... and the ''XD'' in it represents XD001 (Shadow Lugia), and the ''D'' has Lugia's face on it...
Oh and, on a side note, I just noticed he used the spanish logo for Pokémon XD...
i always thing of xD when i read the title
Great video, Shesez! Also that Pikachu in the thumbnail, does it really look like that ingame? Have a "Merry Halloween"! (The stores out here already have their Christmas decorations up...ergh.)
He edited Pikachu as well as the protagonist.
I think a good reason to why there is alot of "off Camera" detail just happens to be to help the animators. I mean it makes sense to have much more of the world map rendered then is shown just because it gives a few small visual cues as to what would be off in that general direction.. with a game who's normal camera is so close however well i think a good portion of it was just because they weren't quite sure how much they wanted to show at all.. as for the buildings that are fully rendered.. well i think that was just to save time as having some of the rooms pre-done for the "overworld" means you don't have to model two areas completely separately and gives better reference points overall
What's likely going on with those walls that have textures:
To save space, devs will often use a single image to texture many different objects. The way they get things to look right is, explained in the simplest way possible, by mapping the vertices of different objects to correspond to locations in the 2 dimensions of a texture image. Especially for simple, rectangular walls, the default way these vertices are mapped is often just so that each corner of the object matches a corner of the texture, and when a wall could never possibly be seen by the camera's normal behavior, the devs likely just left the default mapping: hence, you see all the different (pieces of the) texture from the entire scene on the single wall.
It was really awesome to see all of these things I never saw when playing this game. It was my first ever video game and it holds a special place in my heart. Awesome video!
I love the kinda nonsense simplistic intro. Keep this design!
Love your channel!
Would Boundary Break work on Pokemon Snap?
I don't get how any of shezes videos can even have a dislike. Some people just don't belong.
Do you think you could do the top of Mt. Battle? I just want to see how grand it really is
The holes in the Realgam Tower Colosseum are leftover from when they were used in Gale of Darkness's predecessor, Pokémon Colosseum. The holes were where the player and the other battlers (as well as the final boss) would appear at the climax of the game.
Gale of darkness will always hold a place in my heart
Anyone else notice that Red in the intro animation has Sheik's voice?
You don't get it, do you.
Sheik was Red all along.
*It was him.*
FlameUser64 yep
Great episode, creepy thumbnail. Change it before I get nightmares. Thanks.
Well I mean, Halloween spirit bro! Maybe after Halloween i'll dress him up like a pilgrim
Haha, pilgrims aren't scary... Your thumbnail is though. It could be your costume instead.
I use to develop games back in the day...and the reason many wall segments have a bunch of textures on them is two-fold.
The first being simply for rendering purposes. By having them there, the devs can be assured the textures are being read in properly from whatever external file holds the data, and that the engine is rendering them correctly.
The second reason is documentation. Game developers dont have good memories, so they need a quick, easy references for all textures they will be using. By having each texture on a wall nearby, the devs can easily refer to this wall to quickly determine the name of the texture they need to use for a particular object.
Oh, goodness, this game is so pretty - even and especially when viewed from weird angles that you can't see in the actual game. I remember just kind of standing in various places around Orre and just wishing I could zoom in on certain details or pan over just a bit more to look at everything. And I was apparently right - I would've loved to take in the scenery more like you did in this video. Thanks so much for making this! (And alas that I haven't seen this video until now.)
Also, this game would be amazing if they remade it. It was beautiful already with Gamecube graphics; imagine it on the Switch. Among other things, they could reintroduce a rotating camera.
Any plans to look at Pokémon Colosseum, or would that be too similar with too many reused areas from XD?
WAH!
With the textures, it's probably a default fallback for when a textured object's face does not have a map to a specific area of the texture image. You have to admit, it's a dead giveaway and would be found very quickly in testing.
I love this so much! Can’t wait to do a playthrough of Gale of Darkness, will definitely be giving u some shout outs during it. Keep it up!
The holes in the Colosseum battle area are where the bosses came out from on the last area of Pokemon Colosseum. A little elevator would appear from there. The elevator isn't used in Pokemon XD but they obviously used some of the same maps from Colosseum :)
The reason the Colosseums in this game are so detailed is for the dramatic camera movements before each battle.
Eternal Darkness! We started playing that recently, and there is so much you could look at there. So much.
Your channel is freaking great (and I'm glad you decided to use my track that one time, ha ha)
Just let me know if you need any fabulously chill covers of video game songs, and I promise I'll get to it quicker than the MOTHER 3 cover HAHA!
Great video as per usual, and imma just like that one comment asking about the spinoff pokemon games~
Thanks Enyn! After a proposal like that my mind immediately went to work on what I'd love to hear a melancholy rendition of.
I think if anything, I'd love to have something like that if i ever try to turn people on to startropics again. Its a bright, fun, colorful gam with upbeat music. But its mark on the game industry is a sad one. I think a cover of that would be a good one for sure
The pokeball button holes were used as elevators in Pokemon Colosseum. And the towers are shown when ho-oh flies over after winning the final battle of the game.
It's probably way to late, so I guess you won't read it... but if you ever going to feature Pokemon Colosseum the holes in the gigantic stadium make sense.
Never got to play XD, so I wasn't aware of how much reused content there is.
However, the holes were part of a elevator when you climb the tower if I recall correctly.
Also a side to side comparison of CD and Colosseum would be very interesting to see how much they changed! :)
Great video, keep it up!
6:56 It's the same map model as in Colosseum, you're just actually able to walk in it this time around.
As for entering and exiting, you see those "roads" that circle the platform and lead down the channels? *They're close enough to jump to*!
I love your animated openings. They're so fun.
I once battled all trainers on that mountain. The final boss is inside the volcano itself. That area is also an arena in the custom battles thing.
Dude: Culling still happens, even in here, it's just that here it's based on proximity/relative position to CAMERA (however you manipulate it), where in other games it's based on proximity/relative position to the PLAYER CHARACTER, thus when you hack-move the camera, the culling doesn't update because the character didn't necessarily move too.
Oh god. So much nostalgia for my least favorite game of the Pokémon series. I played this game so many times, and I had a GameCube with no memory card so I literally had to keep it *throughout the whole duration of the game*. Which wasn't long really.
Great video! I think if they did something with the shot of all the platforms like you did, it would have given off a better feel.
I played this game on Dolphin not much ago for the 50th time or so (maybe not that much, but I replayed this and Colosseum multiple times, best Pokemon games by far) and I discovered how to use the free camera halfway of my walkthrough. Really love the detail on it, it's surprising how huge some sceneries are when they hide anything that isn't on camera. I'll use the free camera on Colosseum next time I replay it (I have a walkthrough of Colosseum and XD pending where I use bad pokemon).
I'm so glad I stumbled upon this unique series!
If you take requests for future videos, would you consider Pokemon Battle Revolution? It's made by the same team that produced Pokemon XD, so I wonder if there's a similar level of off-camera detail.
Sorta off-camera secret about the video: the map in the intro is actually from another game. It's from Team Fortress 2 and the map is cp_gorge
Man I really hope they bring this and Coliseum to switch 😩
I think the holes are supposed to be where the elevators come up from. Also the lines outside the city are pipelines, as the city itself is on a desert.
So I know it's literally been nearly half a decade since you've released this, but do you remember what tool you used for the free-cam? I'm thinking about modelling some of the areas in Gale of Darkness, and being able to move around and get good screenshots of the areas for reference would help a lot.
This is one of my favorite games of all time.
Seeing the scope of Mt. Battle was awesome, I remember it more from Pokemon Colosseum (I didn't play XD until fairly recently) but dang, I really want to go back and finish that ultimate challenge. I wish that Nintendo would make another game in this type (Even if it is another Battle Revolution) that insane 100 battle challenge is something I wish would return.
I've been playing this allot within the past 4 months and I'm almost to the end of the game.
The texture are from ram, and are likely a reference. It can also be a placeholder for missing textures
Just stumbled across your channel when the dark souls boundary break was recommended, instantly subbed. You should do the rest of the souls series when you get the chance :) All of these videos are so interesting!
Thanks man, and i absolutely will finish the dark souls series some day!
"Pokemon XD Tempestad Oscura"
why are you using the spanish logo?
because spanish people need love too
when a character with glasses takes their glasses off in manga, one way to show this is to use a 3 for the eyes to make it look like they are squinting. it looks weird in 3d though
Who's the guy behind the camera at the end of the vid?
That's Pat!
Shesez
And what does Pat do except commenting at the end? :o
he owns the camera. donates his time every week to stop by and help me shoot the on camera segments :)
Shesez
ohh that's nice :D
Wow, I never knew that this game had so many interesting details behind the boundaries. I also liked the intro since it looked really nice.
Thank you very much. The intro was fun to make ^_^
The hole on the pokeball in the Realgam Colosseum is where the elevator comes from. You see it in the first game when it's taken over by Cipher
I'm pretty sure you can find those walls with the sort of texture sample palettes in the old school gbc/gba/nds Pokemon games. If I were to take a shot in the dark from what little experience I have hacking Pokemon games I'd guess this is used like a paint palette. I'd continue to guess it wasn't removed because it would never be visible and changing values in Pokemon games can get very messy, so instead of having to clean up the mess caused by removing these palettes in each area, they just made sure they were out of frame.
Just a heads up Shesez ...2:13 Chobin doesn't have "little black eyes" behind his glasses..... Thats a shadow from the Ambient occlusion Bake... To save on render power they hide his strange mouth eyes when his glasses are on.... and only show them when they need to.
Shesez, listen, man this one of the best episodes of this series, try colliseum or part 2 of this game, it would be awesome
Colliseum is on the chop block. XD did fairly well for my little channel so i wouldnt mind revisiting the sub series
Love it how he puts his face on everything in the beginning of videos
Good video as per usual, really not sure why all the textures are packed into one out of camera spot. Maybe they're being called or used from that spot? You should go seek out people who do game design and ask them about culling and so on. Also bring on the outro jokes!
Ooh, tempestad oscura, my favourite pokémon game. Yeah, I think you put a foreign logo on the thumbnail. Haven't actually watched the video yet, but I'm about to. Colosseum and XD are actually my favourite Pokémon games, so I'm hoping there'll be some cool stuff in this.
NICE I DIDNT EXPECT THIS ONE TO BE INCLUDED THANK YOU
Have you ever thought about "breaking" Hey You Pikachu? Man, I was always trying to get past the level "barriers" when I was a kid!
Phenac city, located in the middle of a desert, acts as an oasis using channels that direct water to the area. Those are the lines at 7:34. Supposedly established by the first mayor or explorer or... city maker?
The red mark in the ocean could be that Citadark Isle was going to be a location to travel perhaps?
This has to be the MOST surprising episode i've yet seen
when you zoom out the vertices on that poke-ball on top of the building are suddenly very restless
Great video! You do know there's a way to look at the Pokemon models built into the strategy memo though? :P