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Development:The Simpsons: Hit & Run/Models

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This is a sub-page of Development:The Simpsons: Hit & Run.

Maya Files

The Art\Character-models folder contains the original Maya files for all the characters in the game, including some from the FMV cutscenes.

Sub-Page

SHR cbg maya.png
Character Revisions
Matt Groening's head was shaking.

homer_fmv_w_blendshapes.mb

SHAR homer fmv with blendshapes.png

Homer\old_homer_fmv\homer_fmv_w_blendshapes.mb is Homer's early FMV model.

homer_scan.mb

"Holy macaroni!"

Homer\Homer_FOX_scanned_model\homer_scan.mb is a very high poly model of Homer. As the directory name indicates, it was sent to the developers by Fox, to use as a reference. It's not wholly clear how the model was made or where/when it originated, though it greatly resembles his 3D model used in Treehouse of Horror VI's final act, Homer³.

hom_idle_sleep.mb

Hmmm...
To do:
Render the animation without the rings (these would normally not be seen during gameplay) and maybe with textures, if possible.
Click the image to see the animation.

chars\normal\homer\scenes\animations\hom_idle_sleep.mb seems to be an unused idle animation for Homer.

full_set.mb

"WOW! They'll never let us show that again! Not in a million years!"

Props\IS_Set\scenes\full_set.mb is a recreation of the Itchy and Scratchy cartoon Burning Down the Mouse, from the season 5 episode Homer Goes to College.

pootchy_F.mb

"He's totally in my face!"

Pootchy/pootchy_F.mb is a model of Poochie. The texture for his surfboard is missing. Given the low-poly nature of the model and the fact that it is already pre-posed, it is possible it was originally meant to appear alongside the Itchy and Scratchy balloons in Level 2.

jasper_FMV.mb

"That's a paddlin'."

Jasper/jasper_FMV.mb is a model of Jasper meant for an FMV cutscene. He was likely meant to appear in the Level 4 cutscene, as earlier versions of the game's story had Jasper tell Marge about the crop circles instead of Grampa.

mouse.mb

SHAR Mouse.png

Mouse\mouse.mb is an unfinished mouse.

Cut Characters

According to characters.xls in the aforementioned Character_models folder, Sideshow Bob and Poochie were meant to appear in the game. While a model of Poochie exists, the same can't be said for Sideshow Bob.

P3D Files

Level1Homer.p3d

Early Final
SHAR Level1Homer.png SH&R homer model.png

game\exportart\nis\gags\Level1Homer.p3d is the early model of Homer seen in some document screenshots. The most noticeable differences are his beard color and proportions.

h_pants.p3d

SH&R h pants.png

game\exportart\characters\h_fat\models\h_pants.p3d is a cut fat Homer Simpson skin, seemingly in reference to The Devil and Homer Simpson from Treehouse of Horror IV.

frink_veffect.p3d

SHAR Unused hover car animation.gif

game\exportart\Cars\Drivable\frink_v\frink_veffect.p3d is an animation for the Hover Car that makes it emit green smoke when being driven.

chimney_smoke.p3d

Click the image to see the animation.

game\exportart\levels\L01B\z1\animated\chimney_smoke.p3d is an animation for smoke coming out of the Simpsons' and Flanders' house chimneys.

bike.p3d

Level 1 Level 4
SHAR bikel1.png SHAR bikel4.png

game\exportartlibrary\l01\l1_bike.p3d is a bicycle. This bicycle is seen in the Simpsons' house garage and on a fence during the opening FMV, but is not seen in-game at all. This suggests that the garage was intended to be accessible at some point in development. The bicycle has two variants for Level 1 and 4, both with different lightning to fit both.

lemonade.p3d

SHAR lemonade.png

game\exportartlibrary\l07\l7_lemonade.p3d is an earlier model for the lemonade stand in Level 1. Oddly, it is found in the files for Level 7, which does not have a lemonade stand in the final game.

Cranes.p3d

SHAR Level 2 Unused Cranes.png

game\exportart\levels\L02\r1\Animated\Cranes.p3d is a Level 2 version of the cranes seen in the construction site in Level 5, this variation never gets used in the actual game since the card that they lead to is only present in Level 5.

icrm.p3d

SHAR icrm.png

documents\exportart\missions\art\level01\icrm.p3d is a model of an ice cream cone.

camera.p3d

SimpsonsHAR wasp.png

game\exportart\missions\art\generic\camera.p3d is one of two early wasp models that can be found. This is completely different to the one used in-game, having a cartoonish and less serious design than the wasps do in the final game. The unused wasp camera icon found in the game's files uses this model. The Maya export information in the file dates to Wednesday, November 27, 2002.

camera.p3d

SimpsonsHAR wasp2.png

Art\Character-animations\chars\normal\wasp\p3d\camera.p3d is the second early wasp camera model. This one appears to be higher quality than the one used in the final game. This could potentially mean it was cut to help performance. But it could also have been intended to be the model used for cutscenes, it being placed in the art folder could support this. According to the Maya export information in the file, this model dates back to Tuesday, February 11, 2003.

Test Models

game\libs\sim\apps\coverage\bin\art\ contains a number of P3D files that seem to have been used to test the game's collision engine.

maxbv4.p3d

A model of Max Guevara from James Cameron's Dark Angel, which is another game by the same developers. The collision used on this model is far more detailed than the character collision used in the final game.

Model Collision
Shardev maxbv4.png Shardev maxbv4 collision.png

mike.p3d

A model of Mike Wazowski from Monsters, Inc. Scream Arena found in the CompressionTest folder.

Model
SHAR Mike.png

redbrick3.p3d

The Red Brick car from The Simpsons: Road Rage. Unlike the version in Road Rage it does not contain any actual vehicle data, so it was likely just a simple physics test object (though an updated vehicle version does appear in the final game).

Model Collision
Shardev redbrick3.png Shardev redbrick3 collision.png

simcapsule.p3d

A simple capsule-shaped mesh likely used to test Collision Cylinders with rounded ends.

Model Collision
Shardev simcapsule.png Shardev simcapsule collision.png

simcrate.p3d

A crate-shaped mesh likely used to test Collision Boxes.

Model Collision
Shardev simcrate.png Shardev simcrate collision.png

simcyl.p3d

A cylinder-shaped test object likely used to test Collision Cylinders with flat ends. Interestingly, there is no model present inside this file, only collision.

Collision
Shardev simcylinder collision.png

simcylinder.p3d

This file has the same collision data as simcyl.p3d, but also has an accompanying cylinder model.

Model Collision
Shardev simcylinder.png Shardev simcylinder collision.png

simcylinder_noneFlatEnd.p3d

This file is almost identical to simcylinder.p3d, but the collision is set to be round-ended instead of flat-ended...for some reason.

Model Collision
Shardev simcylinder.png Shardev simcylinder noneFlatEnd collision.png

simple.p3d

A basic cube model...or so it would seem. In actual fact, the collision for this object contains many shapes other than just a cube.

Model Collision
Shardev simple.png Shardev simple collision.png

simsphere.p3d

A sphere model, likely used to test Collision Spheres. But unlike the other test models, this one is red! Exciting stuff.

Model Collision
Shardev simsphere.png Shardev simsphere collision.png

simwall.p3d

A flat, checkerboard patterned object. It contains a collision type not found anywhere in the final game - Collision Walls! Since this collision type can't be read by the P3D Editor at the moment, it is unclear how this collision works or what it would look like.

Model
Shardev simwall.png