So we all know the story of Splatterhouse's BottleRocket version, how it was fundamentally a drastically different game from the final, and what we see in the pre-rendered cutscene vids points to that pretty thoroughly. The resources I managed to get from the developer actually have a lot more useful material tucked away in there too, namely the production's entire level folder, with several of the levels actually completed! And of course, there's a kicker...given that these are dev resources, almost none of the files are completed, meaning a lot of reverse engineering is needed. The good news is amongst the files are some already compiled, meaning there are bases to work with!So So here's what I've managed to figure out from all this: -All of the game's files end up starting as maya files. So .gsa level scripts, havok collision, nav maps, etc. -Havok's easiest to deal with, as the levels were made with 5.1, the final game used 5.5 and 5.5 is readily available for download. -The models themselves were developed with Maya 8.5 w/ service pack 1 and the following plugins: *NiMultiShader85 <- Possibly from the GamerBryo SDK? *Mayatomr 8.5.1.7 <- more current version included in service pack. *BRSceneDesigner 3.2.0.0 <- BottleRocket cutsom plugin, probably the biggest pain in all this. Also inconsistent as fuck, as some files use 3.1.0.0 instead. *VectorRender 7.0 <- Can't find any info on this one... Unfortunately with just this I can get level bits to load somewhat, but as a result a textures/light maps don't load despite maya looking for them (folder hierarchy was easy to re-create), and there's no way to get them back in the game. With Xentax being pretty unhelpful when it comes to asking questions on this and the niftools project possibly being dead...I'm kind of at a loss as to how to reverse engineer these so they can be converted into their finished NIF files and put into the game. And yet this seems to be the only way any of us will see what BR was ultimately building. Any ideas? :\