These collectables were always in these levels. Similar to the last video, I made this because I noticed no one else had. Secret Icon 1 in HooverDam is unobtainable without mods. That's is why the footage was captured in the Hoover Dam Edition which can be downloaded below if you're curious. -------------------------------- Download Links Hoover Dam Edition Wii MEGA link: mega.nz/file/sJw3zRZY#GT3_AoXGbVdoOsMMNw5ceIYvtRyRyQM4xjzfNzzQT-g OneDrive link: 1drv.ms/u/s!ArkUM_JUwzQxhAl4r7Ej2kJy-Uaz?e=3OUnp4 GoogleDrive link: drive.google.com/file/d/1N7IM8F3EIdHZLJSpyw6K6Xt-INVO9EH3/view?usp=sharing Hoover Dam Edition PS3 MEGA link: mega.nz/file/FdgnCBLZ#7IzuRF8tj8sPySEt5nJ5odweZjZPMAi9SucpfBzugFQ OneDrive link: 1drv.ms/u/s!ArkUM_JUwzQxhAj4QKPnTV95C8HE?e=PNpO49 GoogleDrive link: drive.google.com/file/d/1A98s22EjTgpsxVT9NCzXc0QrWgbLUCda/view?usp=sharing
I wonder if they didn't port the game onto PS3 and Xbox 360 would the game be the game it was ment to be as in:Finished HooverExt and HooverDam, the unused content in the game being finished, unused concepts being finished etc.
@@GamerboyAfif I don't think so. It's important to keep in mind Challenge Mode became Sub-Missions later on, which were in the final game, so there should be some Sub-Mission data at least. I actually believe the spline data leftover in the final is highly outdated, as it's actually less refined than what we've seen in the Prototype builds on Gamehut. That implies the Spline data is older than the build on gamehut. It's likely that when this spline file was made, they simply hadn't gotten to bonus content yet. The thing is, what's leftover for HooverExt is likely not the most developed version prior to the level being cut, as the files we have come from various states of development. We're like the dog beneath a Dinner table grabbing whatever scraps fall down. We essentially have random leftovers from various Prototype builds at varying levels of progress, which don't mix when the level is played as they aren't fully compatible. (Imagine a map from May 2007, splines from November 2006 and scripts from May 2006. Those aren't actual dates mind you, I just made them up as an example) That's why the level missions are so broken normally and why they need to be so heavily modded just to be functional at a basic level. The level was cut at the last minute, so late it's still featured in Trailers in fact. There must be a more polished version from mere weeks before the game went gold that we don't have here. (Not finished obviously, as it was cut for a reason. I doubt the missions were ever that different than how they are now.) We know all the voice work for Hooverext was done, but it isn't leftover, what we do have is auto generated Text to speech files leftover from the early 360 Prototype days from before any voice work was started. We know the cutscenes were finished, but there's no trace of them anywhere except Trailers. (The raw "midtro" animations are leftover but we can't view them, midtros are the short scenes you see during Missions such as Megatron freeing his arm and shooting Bumblebee while the AllSpark shrinks.) We also know the map itself was finished, as it was shown in Trailers, but the only maps we have are from mid development and are missing textures and models. There's still more to see with Hooverext, but we've found everything buried in the final or shown publicly. What we'd need to see more are development builds and Prototypes, which will hopefully start to surface more some day.
It's alright. An irl friend of his in school reported it. They later clarified when asked that it was because of persistent health problems, that Sun Rays was sent to hospital one day and just never came back. Sun Rays hasn't been online since. Something else that adds validity to this, is that Sun Rays actually mentioned during my conversations with him that he was sick. (He never said what the problem was, but he did say that he "knew" it wasn't covid.) Apparently he was sick enough that he said he took a break from modding since he "couldn't think straight." It's all quite sad. He always talked about how much he wanted to finish his mod projects, but now he won't have a chance. :(
@@DigitalArctic man, FUCK DEATh, sometimes good people doesn't live enough to finish their life projects, i wait you can replace the alt. mod 4.0 with your 2.0 mod or the alt. mod 3.0 if you get that version, Good luck o your doings, thx for the answer have a great day and F for sun rays
Yes, In fact, in the Hoover Dam Edition mod, (which I played in this video) the bonus levels after HooverExt and HooverDam both put boss characters in the Hub as random encounters.
@@DigitalArctic But in the case of not being in any mission, as in the alternative mod that in the decepticon campaign that bumblebee appeared instead of the drones leaving
@@YT13Z Sorry that I wasn't clear enough with my earlier comment. Yes, you can add any creature to any Hub if you wanted. I was trying to give an example in the last comment of a Hub level mod where that happens.
@@YT13Z Well, the simplest way to do it it, would be to open the Hub script of the level, (Which could be called "Auto1Hub" for instance) located in the AI folder inside each unique level folder. Open that script, and search for: SendToModule "#ActionRing" "#maxalive=3" "#spline=RandomDronesA" "#type=DroneDefault" "#rangemax=300" "#rangemin=200" You'll want to edit the creature type, so if you wanted Barricade to spawn, you'd replace DroneDefault with Barricade. In order for this to actually work, you must make sure Barricade is loaded into the level. So now, find GlobalActionRing, and add a new command in the actions like: SendToModule "#General" "#BG_LoadCreature=Barricade" This will load Barricade whenever the HUB starts. (Also make sure Barricade is loaded in the levels creature.cfg, make sure these 3 lines are in the cfg:) INCLUDE chars/Barricade.cfg INCLUDE chars/BarricadeCar.cfg INCLUDE chars/BarricadeTran.cfg To prevent creature conflicts later on in the chapters, (the game can only handle so many creatures, and will crash when too many are loaded, having Barricade loaded at all times will probably make certain chapters crash.) find GlobalStartChapter and add this into the actions: SendToModule "#General" "#BG_UnLoadCreature=Barricade"
The Hoover Dam (Hooverext) and Megatron, Arise! (Hooverdam) would be the easiest levels to find all energon cubes and it would also have Sub Missions as well.
@@DiegoMartinez-nm8hz With a few general mods, and a bunch of other edits to make the levels work properly. I uploaded two copies of the game with HooverExt activated and repaired the best it can be for both Wii and PS3. Both copies "ONLY" have the unused levels and nothing else. (Like a stand alone game if you will) I made videos showing both the autobot and decepticon levels there a while back. (This mod is also what I was playing in this video.) Check out the videos if you want to see more of the levels or perhaps if you want some download links. (Download links are in the description in both videos.) Autobot Campaign - HooverExt ruclips.net/video/GYUuqjakPo4/видео.html Decepticon Campaign - HooverDam ruclips.net/video/LcSqok8MZXA/видео.html Keep in mind, you'll need emulators to play these, you'll need Dolphin for Wii, and RPCS3 for PS3. I left some general instructions in the readme for both versions on how to play them, but if you need help feel free to ask.
These collectables were always in these levels. Similar to the last video, I made this because I noticed no one else had.
Secret Icon 1 in HooverDam is unobtainable without mods. That's is why the footage was captured in the Hoover Dam Edition which can be downloaded below if you're curious.
--------------------------------
Download Links
Hoover Dam Edition Wii
MEGA link: mega.nz/file/sJw3zRZY#GT3_AoXGbVdoOsMMNw5ceIYvtRyRyQM4xjzfNzzQT-g
OneDrive link: 1drv.ms/u/s!ArkUM_JUwzQxhAl4r7Ej2kJy-Uaz?e=3OUnp4
GoogleDrive link: drive.google.com/file/d/1N7IM8F3EIdHZLJSpyw6K6Xt-INVO9EH3/view?usp=sharing
Hoover Dam Edition PS3
MEGA link:
mega.nz/file/FdgnCBLZ#7IzuRF8tj8sPySEt5nJ5odweZjZPMAi9SucpfBzugFQ
OneDrive link: 1drv.ms/u/s!ArkUM_JUwzQxhAj4QKPnTV95C8HE?e=PNpO49
GoogleDrive link: drive.google.com/file/d/1A98s22EjTgpsxVT9NCzXc0QrWgbLUCda/view?usp=sharing
neat. also since Hooverext has these, this means 100% on the final game is technically fake
I wonder if they didn't port the game onto PS3 and Xbox 360 would the game be the game it was ment to be as in:Finished HooverExt and HooverDam, the unused content in the game being finished, unused concepts being finished etc.
Noice
Nice, were there any submissions on these maps?
Nope. There's no spline data for submissions and even if there were, there are no energon cubes that you could collect to unlock them.
@@DigitalArctic Is it because of challenge mode being cut when hooverext and hooverdam got cut?
@@GamerboyAfif I don't think so. It's important to keep in mind Challenge Mode became Sub-Missions later on, which were in the final game, so there should be some Sub-Mission data at least. I actually believe the spline data leftover in the final is highly outdated, as it's actually less refined than what we've seen in the Prototype builds on Gamehut. That implies the Spline data is older than the build on gamehut. It's likely that when this spline file was made, they simply hadn't gotten to bonus content yet.
The thing is, what's leftover for HooverExt is likely not the most developed version prior to the level being cut, as the files we have come from various states of development. We're like the dog beneath a Dinner table grabbing whatever scraps fall down. We essentially have random leftovers from various Prototype builds at varying levels of progress, which don't mix when the level is played as they aren't fully compatible. (Imagine a map from May 2007, splines from November 2006 and scripts from May 2006. Those aren't actual dates mind you, I just made them up as an example) That's why the level missions are so broken normally and why they need to be so heavily modded just to be functional at a basic level.
The level was cut at the last minute, so late it's still featured in Trailers in fact. There must be a more polished version from mere weeks before the game went gold that we don't have here. (Not finished obviously, as it was cut for a reason. I doubt the missions were ever that different than how they are now.)
We know all the voice work for Hooverext was done, but it isn't leftover, what we do have is auto generated Text to speech files leftover from the early 360 Prototype days from before any voice work was started. We know the cutscenes were finished, but there's no trace of them anywhere except Trailers. (The raw "midtro" animations are leftover but we can't view them, midtros are the short scenes you see during Missions such as Megatron freeing his arm and shooting Bumblebee while the AllSpark shrinks.) We also know the map itself was finished, as it was shown in Trailers, but the only maps we have are from mid development and are missing textures and models.
There's still more to see with Hooverext, but we've found everything buried in the final or shown publicly. What we'd need to see more are development builds and Prototypes, which will hopefully start to surface more some day.
@@DigitalArctic Oh okay.
Look impressive
Are you going to add the cubes too?
Didn't add anything, this level always had secret icons. And no, it won't be possible to add cubes.
@@DigitalArctic ok
How the dial 911 did you do that dude?
Nice
ai'm ineed of answers, what happened to sun rays and why it though to be dead? (don't want to be bad or nothing like that i just need answeres)
It's alright.
An irl friend of his in school reported it. They later clarified when asked that it was because of persistent health problems, that Sun Rays was sent to hospital one day and just never came back.
Sun Rays hasn't been online since.
Something else that adds validity to this, is that Sun Rays actually mentioned during my conversations with him that he was sick. (He never said what the problem was, but he did say that he "knew" it wasn't covid.) Apparently he was sick enough that he said he took a break from modding since he "couldn't think straight."
It's all quite sad. He always talked about how much he wanted to finish his mod projects, but now he won't have a chance. :(
@@DigitalArctic man, FUCK DEATh, sometimes good people doesn't live enough to finish their life projects, i wait you can replace the alt. mod 4.0 with your 2.0 mod or the alt. mod 3.0 if you get that version, Good luck o your doings, thx for the answer have a great day and F for sun rays
is there a way that instead of drones showing up decepticons like barricade?
Yes, In fact, in the Hoover Dam Edition mod, (which I played in this video) the bonus levels after HooverExt and HooverDam both put boss characters in the Hub as random encounters.
@@DigitalArctic But in the case of not being in any mission, as in the alternative mod that in the decepticon campaign that bumblebee appeared instead of the drones leaving
@@YT13Z Sorry that I wasn't clear enough with my earlier comment. Yes, you can add any creature to any Hub if you wanted. I was trying to give an example in the last comment of a Hub level mod where that happens.
@@DigitalArctic How can I do that?
@@YT13Z Well, the simplest way to do it it, would be to open the Hub script of the level, (Which could be called "Auto1Hub" for instance) located in the AI folder inside each unique level folder. Open that script, and search for:
SendToModule "#ActionRing" "#maxalive=3" "#spline=RandomDronesA" "#type=DroneDefault" "#rangemax=300" "#rangemin=200"
You'll want to edit the creature type, so if you wanted Barricade to spawn, you'd replace DroneDefault with Barricade. In order for this to actually work, you must make sure Barricade is loaded into the level. So now, find GlobalActionRing, and add a new command in the actions like:
SendToModule "#General" "#BG_LoadCreature=Barricade"
This will load Barricade whenever the HUB starts. (Also make sure Barricade is loaded in the levels creature.cfg, make sure these 3 lines are in the cfg:)
INCLUDE chars/Barricade.cfg
INCLUDE chars/BarricadeCar.cfg
INCLUDE chars/BarricadeTran.cfg
To prevent creature conflicts later on in the chapters, (the game can only handle so many creatures, and will crash when too many are loaded, having Barricade loaded at all times will probably make certain chapters crash.)
find GlobalStartChapter and add this into the actions:
SendToModule "#General" "#BG_UnLoadCreature=Barricade"
What is that location? I don't remember a portion of the dam like that
It's an unused level that can be played through on PS3 or Wii, it's normally never seen in standard gameplay on any version.
The Hoover Dam (Hooverext) and Megatron, Arise! (Hooverdam) would be the easiest levels to find all energon cubes and it would also have Sub Missions as well.
Does it work for ps3 also or no? Just wondering
It does, both the wii and ps3 versions have these collectables in the same spots.
@@DigitalArctic but how did u do the hoover ext
@@DiegoMartinez-nm8hz With a few general mods, and a bunch of other edits to make the levels work properly.
I uploaded two copies of the game with HooverExt activated and repaired the best it can be for both Wii and PS3. Both copies "ONLY" have the unused levels and nothing else. (Like a stand alone game if you will) I made videos showing both the autobot and decepticon levels there a while back. (This mod is also what I was playing in this video.)
Check out the videos if you want to see more of the levels or perhaps if you want some download links. (Download links are in the description in both videos.)
Autobot Campaign - HooverExt
ruclips.net/video/GYUuqjakPo4/видео.html
Decepticon Campaign - HooverDam
ruclips.net/video/LcSqok8MZXA/видео.html
Keep in mind, you'll need emulators to play these, you'll need Dolphin for Wii, and RPCS3 for PS3. I left some general instructions in the readme for both versions on how to play them, but if you need help feel free to ask.
@@DigitalArctic oh ok thank you