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Feel free to ask an administrator or a featured user, or leave a message on my talk page if I can help with anything! -- Willbachbakal (Talk) 05:42, April 17, 2013

Re:Bioshock 2 HUD Files Edit

To be honest I'd also like to get my hands on the neat version of those HUD icons but I don't know a lot in game extracting. As for those instructions I didn't write them, MegaScience did. Truth is, Gildor never updated the UModel viewer for BioShock 2 so yeah you won't probably get them all using it, but I know Mega has been using a tool called Ninja Ripper (or something like that) to get all the neat materials from Infinite (voxophone portraits included), so might work as well with Bio 2. Unfortunately I can't do it myself for now, but if you're willing to give it a try, you can ask him more details about this tool. I also know it requires you to play the game in order to extract the textures along your playthrough.

PS: as for the diary portraits of Bio 2 uploaded on the wikia, we got them from http://game-archivist.com/ and http://www.rapturearchives.org/.

Pauolo (talk) 15:26, April 17, 2013 (UTC)

Re: Extracting Textures from Bioshock Infinite Using umodel Edit

Hello. It's been a few months since I used UModel to check through the game, and right now I don't have access to the files I created to do it, but I will try to remember. Might get a little bit of the formatting off, but I'm sure the guides can give solutions.

I know with BioShock Infinite, Irrational Games adopted a more standard file system. Makes some aspects a bit easier. I believe directing UModel to those specific files should work in showing them. Example (Make a .txt file, add this line, and change .txt to .bat. Then double click it.):

umodel -path="C:\Program Files (x86)\Steam\steamapps\common\BioShock Infinite\XGame\CookedPCConsole_FR" S_Lut_TransitionMnetoTear_nar
pause

Either filetype should work. There are a few problems, though. Because of how the files are packed, some models don't have specific directions to all the correct files, so textures like Elizabeth's eyes might come up as placeholder textures and need separate extraction.

If you get the error "zlib uncompress() returned -3," add "-lzo" to the command line. (http://www.gildor.org/projects/umodel/faq)

While Gildor was busy, another user named Ehamloptiran started their own extraction project, which I also enjoy. As it was a new program, it can crash or bug out, so you'd have to expect restarting it a bit if you go through a ton of files at once. But instead of going file-by-file as UModel does, it takes the entire folder and lists out the files with sort-ability. All you do is navigate to the CookedPCConsole_FR folder with it and wait for it to compile the list. Then you can sort it.

Topic for the program: http://www.gildor.org/smf/index.php/topic,1809.0.html Download page for the latest versions: https://drive.google.com/folderview?id=0BzqpBc4MrAMXYzQyY1VYQVBMR2c&usp=sharing

The x64 version of the program is outdated as it requires another installation to work and the x64 version is not up to date, so download the x86 version.

If you want the models for any specific use other than documentation, users on Facepunch had gone through the process of extracting models, fixing any oddities that occurred in extraction, and packing them out to others.

The main topic is here: http://facepunch.com/showthread.php?t=1256964 They apparently have other topics on this, but I do not check Facepunch enough to know where they are.

If you have any questions, you can ask Gildor or Ehamloptiran, you can use Gildor's forum: http://www.gildor.org/smf/index.php/board,24.0.html There's more information than you'd expect on UModel's pages: http://www.gildor.org/en/projects/umodel / http://www.gildor.org/projects/umodel/faq

I probably forgot a lot, but leave me a message and I'll get back to you. --~ɠą§ɔîéɳčę { talk } 11:51, July 17, 2013 (UTC)

Re:Burial at Sea Part 1 Soundtrack Edit

Actually I do remember the interview you're mentioning with that song, though I did not look for its release date at first.

Anyway, I'm glad of your help to list those songs, since IG seem incapable of even putting Infinite's music credits on its website (yeah, that page remained the same since March, even though its link can be found at the end of the game's credits) and completely forgot credits for BaS's first episode. Now I'm not an authority in music but I'll try and look into it.

The piano one could be classic music but maybe too some original composition by either Garry Schyman or Jim Bonney. And for the second one, dude that's not Waltz of the Flowers! That's Cohen's Scherzo! :D You can clearly recognize it at 0:49. I was actually pretty much surprised Garry recomposed that one with other instruments, and I would have care less if it was just the original one.

Even if Ken Levine did not confirm it (like he took his time to announce Garry was composing Infinite's score tracks), I'm also sure he made new ones, at least 5 or 6, maybe less. Some are also just variations of tracks from Infinite.

Now for the other background music, I'd prefer to wait for an official listing of them like it was at the end of Infinite's game credits before mentioning them on the wikia. I also wouldn't recommend to directly upload music here, I think youtube links are our best solution to avoid direct copyright issues. Still maybe this guy would be interested in uploading those tracks in his channel, since he already dug up a lot of songs from Infinite, and more than just the anachronistic ones. Also, I do like those original jungles for the Vigors/Plasmids.

Pauolo (talk) 21:11, November 14, 2013 (UTC)

Ah yes, that one. Is it the same that is played on the piano at Fontaine's? The piano is in front of the unreachable tram access, and starts playing when you reach the first floor of the Pavilion.
Anyway, the melody seems to come from The Gliding Dance of the Maidens as you said. Would be easier to check the real name of the song when we get the credits to Burial at Sea, hopefully at the end of the second episode. Until then we can't be assured, but since Stranger in Paradise was popular in the 50s I'll use that as the name, maybe reference it to The Gliding Dance of the Maidens.
Btw funny thing, Johnny Mathis who sang Wonderful Wonderful also did his version of Stranger in Paradise. I wouldn't call that a coincidence.
Pauolo (talk) 20:32, December 1, 2013 (UTC)
Wait I've checked, that piano music is only played at Fontaine's. The one at Rapture Records is also used in Columbia's kinetoscope, this one.
Pauolo (talk) 01:06, December 2, 2013 (UTC)

Re: Me and My Shadows Edit

Great job finding the right version! I remember going to this audio archive website to get all the songs displayed on the original Rapture radio (just before the release of BiOShock 2, so quite a while back), quite useful.

When I think of it, we wouldn't have that much trouble finding those songs if IG did its job and at least put the complete list of soundtracks on their website, or in the credits for that matter.

Btw I'm still having issue extracting audio stuff from Burial at Sea (using this. If you have some time on your own, can you explain me in details how you proceed? I'd like to get the public announcements broadcast in the game to write their transcript on the wiki, since they don't have any subtitles I could rely on.

Pauolo (talk) 12:51, February 10, 2014 (UTC)

PC user too. I know how the program works, I used it a while back for the voxophone files. However when it comes to BaS Ep1, it seems for me that the program is looking for Infinite's audio files, and so does not recognize those used by the DLC and can't (or refuse to?) extract them, even after I followed the right procedure to use said program. Oddly I can still extract the audio files used by the first DLC (Clash in the Clouds).
Still if you can send me a zip archive with all the extracted audio material that would help me a lot. I know someone was trying to list quotes from Splicers in BaS Ep1 so it might help too.
Pauolo (talk) 19:49, February 10, 2014 (UTC)
Thanks for the archive. Don't worry I used to sort them by size for Infinite with MegaScience when we were looking for songs in Infinite, so I know the drill. Still not cool for IG to mix files from both the main game and the DLC together.
About unused files, I know Ryan's voice actor twited that he was recording new lines for the character after the release of the first episode, so those unused audio material might be reused ones from the first game, among several other assets. I don't believe IG had the luxury of recording extra audio diaries either, as opposed to 2K Marin on Minerva's Den, but there might be some pieces of dialogs. From what I've seen through the text files, the first versions of BaS Ep1 were a bit different. For example: the game asked you to find parts for Elizabeth to craft an Air Grabber instead of coincidentally finding one right when needed, hence why the concept art for the Grabber shows of what it is assembled from.
Pauolo (talk) 00:01, February 11, 2014 (UTC)
I just realized that the numbers affiliated to each files correspond to their order of creation, which means the older ones are also the last. From that I can separate what comes from the main game and what comes from the first two DLC. Nevermind that, it's more complicated.
Pauolo (talk) 00:10, February 11, 2014 (UTC)

Re: BioShockInfinite.com/music Edit

I wasn't aware, thanks for telling me that! Unfortunately, those are only the licensed ones but that will help telling which are original compositions for the game and which are, well, musics and songs under licenses. Still, I'm surprised they haven't include Will the Circle be Unbroken nor the classical ones like Mozart's requiem. Also, I thought the kinetoscope musics were made for the game, so that's something more to add to the wiki. I'll make organized "BioShock Infinite Licensed Soundtrack" and "Burial at Sea Licensed Soundtrack" pages when I have some time to do so.

That said, thanks again for your work. ^^

Pauolo (talk) 15:55, February 24, 2014 (UTC)

Also yes, it seems to be the prisoners' song. IG's sound director must have done intensive searches to find such song, but yes it is probably another anachronism.
Pauolo (talk) 16:02, February 24, 2014 (UTC)

Re:Burial at Sea Part 2 soundtrack Edit

That that guy on youtube posted the extracted songs and score from the DLC like he did for the first one, and tracked down the names of the songs. Might be useful to list them too. I'm also considering using the pieces he extracted to set up the page for the score of both DLC while specifying it isn't the official listing for the score, since Irrational Games is not likely to release it. You think they would have thought of that instead of selling stuff 300 bucks? Nooooo.... They really sucked to the end on marketing.

Anyway, thanks for brining up that info on Patsy Cline. I didn't know she died in a plane crash. But for the song, it was still recorded in 1961-1962 so anachronistic anyway.

For the track at Cupidon's Arrow, I think it's just Jim Bonney and the people at Irrational's sound design who were having a bit of a laugh. I can't imagine it being a real song! :D

Pauolo (talk) 21:26, April 1, 2014 (UTC)

Do so then, I'm actually checking all diaries from BioShock 2 and adding the dozens unused ones so I can't do it right now. Pauolo (talk) 21:53, April 1, 2014 (UTC)

Re: Rapture Radio Edit

I don't think Rapture Radio was part of the SitS campaign, but the original project isn't fan-made, though there are hardly any source on that (just as with SitS, sadly).

The list of the original tracking on Rapture Archives is correct as I remember looking for the year of each one of them when the station was shut down, 4 years from now. You will also notice that all songs from the digitally released soundtracks of BioShock 2 are on it (normal and special editions), even those which never appeared in-game.

However, the current radio is fan-made, with a bigger list, in-game PA ads and a different player (I think the original was simply a link to the station with no interface at all).

Pauolo (talk) 15:13, April 19, 2014 (UTC)

Forgotten music Edit

Hey there, I have a bit of a challenge for you. Four or five years ago, 2K Marin released the first gameplay video of BioShock 2, which featured a demo level called "Hunting the Big Sister." Later, a commented version of the video was released too and add that music playing which I never heard in the game. I could only find back the video on a French gaming website, but if you can identify that song I would be grateful. Pauolo (talk) 10:01, May 24, 2014 (UTC)

Sorry for the late answer. I did remember people saying the song was Sleepwalk from Santo & Johnny, but it does sound different. Also, you did very good detective work here, I didn't know the video to be something made by GTTV. However that doesn't make the song as official marketing material, but that song really startled me the first time I heard it and I might had the video to BioShock 2's page since it was reused on several websites other than GTTV. That "Lover Boy" version you found seems to have the exact same instrumental track, but the recording sounds more modern to me than something from the 60s or before that, and the fact that there is no more info on it. As for that other origin you found, might be worth searching that way. I'll see what I can found.
Also, I may have another musical challenge for you, and the kind which might be more difficult than the previous one. There was one specific trailer for the original BioShock which I particularly enjoyed: the gameplay montage was good and the soundtrack they used, something not from the game (and usually a marketing practice I don't agree with), completely defined to me what the game was about. That trailer, and its music I never found the name. It was also reused in the first trailer (at E3 2010) for what became The Bureau: XCOM Declassified, 2K Marin's swan song. I guess that may come from a game made by 2K, though the tone sounds more movie-like than video game soundtrack. If you want to take a look at this as well then do so, but I don't think you'll anything more than the occurrence of that music in XCOM's first trailer. Pauolo (talk) 17:47, May 26, 2014 (UTC)
I'm still unsure if XCOM is worth it, I might probably wait a while before getting it. Still, I will look into Schyman's work on that game. I sure praise his compositions as much as some movie composers who can create worlds from their music only. However I doubt he composed the track used for those trailer, it sounds a bit different. I would better guess on a free sound database as it didn't seem like an orchestrated piece, more like something created on a computer. Pauolo (talk) 10:07, May 28, 2014 (UTC)
Nice find for the quote btw, though that's strange you only found it on Amazon. I would probably say that video game websites are not usually interested in soundtracks.
For the localization texts, I asked the creator of the Umodel extractor to look into it, and he found the strings of texts among the map's files. He gave me the strings for Bio1, Bio2, the multiplayer and all their DLC. Now for visualizing them I would recommend using Notepad+ which will reorganize them in a better way than a simple notepad editor. I will send you a download link for them by PM on the 2K forums.
Btw since you went through the translated texts, that reminded me of something: one funny thing is that the French dubbed audio files also contain the French versions of some of the unused ones, including those which were once uploaded on the Cult of Rapture website.Pauolo (talk) 10:47, May 28, 2014 (UTC)
Wow, you did find it, even though this seemed to be an obscure music. Funny thing, I happened to watch the first season of the US version of Shameless a few years ago but never watched the second. It would be great to have the year of production as well, if you can find it.
And again great job for the music trailer. I never thought there could be composers for trailers only (and not related to a specific editor), though it might not be not be the case anymore now. As for the BaS soundtrack, that probably means 2K/Irrational Games will never release it, which is the last dumb thing they did before the studio's closure. Also you might be mistaking on the album's price, as 35€ is way overpriced for an album. :D Pauolo (talk) 12:03, July 15, 2014 (UTC)

Signs Edit

I saw you added the signs for Eve's Garden, the Mermaid Lounge and Sinclair Spirits, and they look pretty neat. If you made those pics yourself, could you possibly get a clean version of the full sign of Dionysus Park in Bio2 (this one and of Neptune's Bounty in the multiplayer (this one? Pauolo (talk) 09:42, November 17, 2014 (UTC)


Dionysus Park

New

Dionysus Park

Original

Thanks so much for uploading the new signs, they all look great. I really appreciate how you can retrieve these images from the game file code, it's certainly beyond my capabilities. The Dionysus Park logo in particular, is beautiful. Now that it's out of the shadows and muck from the level, we can really appreciate its color and how it looks.

I don't mean to nitpick, but could you go to the original image's page ( https://bioshock.fandom.com/wiki/File:Dionysus_Park.png ), click the "upload a new version link, and and add your version again? Doing that will ensure that all pages that hold the old Dionysus Park logo are replaced with your new one. Once that's done, we'll just remove the redundant image. Thanks again for your work.


Unownshipper (talk) 03:02, November 18, 2014 (UTC)
Thanks a bunch


Unownshipper (talk) 03:11, November 18, 2014 (UTC)


You're incredibly doing well, thanks for the signs I requested and the others. :D
I think the other Sinclair Metal sign is just a larger version than the first with the neon "SCRAP" added to it. The smaller version is good enough I think. Since you're on the businesses' signs, I have a list of those we could have or change. Please take your time, the list is quite long /:
  • BioShock:
  • BioShock 2
  • Turrets in this game have crates with something labeled "Irrational," and it would be great if you can get the texture. I don't know what is on those from the first game though.
  • A flat sign for Adonis Luxury Resort. There's two version of it: a simple one and another one with a large plaque depicting a sun behind. I don't know which one is better than the other, though the simple would look good enough for the Businesses page.
  • The Plasmid Therapy sign from the Adonis, the Demeter's Banquet Hall sign.
  • The Railway Cafe sign from the Atlantic Express level, the Atlantic Express Depot sign atop the airlock at the end of the Adonis map, since I don't like using the regular Atlantic Express sign to represent the location. Speaking of which, perhaps you a front pic of the full sign, I find the one we have on the wiki rather blank. Another request if possible: a front picture of the sculpture usually found in train stations and representing a train.
  • The Gift Shop sign which looks quite elaborate.Also a sign for the Hall of the Future, if it has one (I don't remember /:).
  • Various signs from Pauper's Drop, I'll have to go replay the level to check all those we lack so far. I can already list The Sinclair Deluxe, the Fishbowl Diner, Fontaine Clinics.
  • The Pink Pearl, Poisoned Apple, here again I need to check the level.
  • Dionysus Park has quite a few other water-damaged nice-looking signs: the Chase Carousel (at least in Folly of Dionysus), the Triton Cinema, Lamb's Garden, J. Fischer Gallery (though that one isn't much), Imago Fine Arts and the Piano Bar in the Promenade if it has one.
  • Both sections of Persephone may have interesting signs, but I'll need to check which.
  • Minerva's Den
  • Maybe you can get rid of the black background for the sign of Minerva's Den that we already have?
  • Burial at Sea
  • A lot in both episodes if you can extract signs from the DLC, but so far my only request would be Fontaine's sign from this picture. There's also a vertical version seen outside the main building, but it doesn't seem as stylized as this one.
I've seen your intents so far on the business page, and I agree it does look too long. Problem is, adding more signs to it would make it look worse. Making subpages would be a good idea indeed, we don't usually think of using them but they help. Perhaps we could display the business signs of each location as one or more galleries in their respective pages, and make a navigational template for the Rapture Businesses page and its subpages.
Pauolo (talk) 17:36, November 18, 2014 (UTC)
My mistake, I should have been more accurate. Anyway you got the right one. :)
Also that navbox of yours is a pretty good one. Considering we have a lot of informations on each location page (including areas like the Southern Mall, Poseidon Plaza, etc...), it could make navigating around far more easier. Still a lot of those pages really need to be re-written, they contain sometimes just too much info. I started making better introduction summary for each a few days ago, but there's a lot of work left. Also, instead of creating a lot of different location templates, I'll take a look when I have some time and see if I can make a single one whose content can change depending on which location name you associate to it. The audio diary templates can give you a good example of how it can work. Pauolo (talk) 22:51, November 18, 2014 (UTC)


Just to specify for the Fighting McDonagh's, I was talking about the shield with the fighting rooster, though the basic sign is nice to have too. Pauolo (talk) 22:23, November 18, 2014 (UTC)
That's weird, I'm pretty sure the Railway Cafe had its own sign, right where you took the screenshot (Workshop 6B) or just before. I'll check the map to be sure.
Also yes, that's what I meant by train sculpture, and it's present at all train stations (usually above the entrance). Can you get a front render of the one indicating Maintenance Depot? I'd like to see if it can fit the businesses pages, I don't feel that the regular Atlantic Express logo is appropriate to show the depot in particular. Can you also get me a render of the timetables (sorry I meant the board used for the lines plan) in the train stations? They are shaped like trains on the edges and I'd like to see if I can make something out of them for the wiki, like a template on the main page. Pauolo (talk) 13:43, November 19, 2014 (UTC)
I've resized the basic Atlantic Express you uploaded on the businesses page. It's quite good like that, better than the old version. I also like the statue you pulled out for the level page. Unfortunately, it would be too big for the businesses page but it looks appropriate for to illustrate the depot. I also went back to check on the Railway Cafe and you were right, no proper sign unfortunately. /:
Also, is there a better version of the Fishbowl sign you could find? Oddly the one you uploaded looks blurry. Pauolo (talk) 21:54, November 19, 2014 (UTC)
I crossed the signs on the list you got so far. Well done for the Atlantic Express and Thinker statue renders. I've added a few from Minerva's Den too. Pauolo (talk) 23:23, November 24, 2014 (UTC)
  1. Finley's
  2. The 13th Muse Pub
Well done with the signs, really good job! As for adding signs to the business page I think signs should only be added for the districts, as we already have done. The only places without signs are Hight Street and Market Street but sadly I dont think they have any shown in game. Night at the Kashmir (talk) 19:30, November 18, 2014 (UTC)
Well done on rendering and/ or extracting the many different signage from Rapture businesses and the like! But if I may include a few more areas or locations that have yet have signs (that haven't already been mentioned above):
Bioshock:
  • Neptune's Bounty
  1. Jet-Postal
  • Arcadia
  1. Arcadia Glens
Bioshock 2
  1. Hotel Monseñor
  • Pauper's Drop
  1. King Pawn
  • Siren's Alley
  1. Pumping Station 5 (aka Temple of Lamb)
  • Persphone
  1. Therapy (If there is a sign)
  2. Holding
  3. Infirmary
  4. Cell Blocks
Burial at Sea:
  1. Fin De Siècle Boutiques
  • Market Street
  1. Andalusian Arms
  2. Aventine Hotel
  3. Rapture Tribune (Building seen right beside the staircase winding down from DeWitt's office)
  4. 907 Market Street
  • ​High Street
  1. Cohen's
  2. Maison Vosges
  3. Le Temps Perdu
  • Fontaine's Department Store+Housewares
  1. ​Appliances
  2. Bathysphere DeLuxe
  3. Bistro
  4. Bookstore
  5. Bridal
  6. Cupid's Arrow
  7. Customer Service
  8. Electronics
  9. Fontaine Plasmids
  10. Haberdashery
  11. Jack Frost's Village
  12. Manta Ray Lounge
  13. Prêt-à-Porter
  14. Ryan the Lion Preparatory Academy
  15. Service Bay
  16. Silver Fin Restaurant
  17. Test-Drive
  18. The Gallery of the Artist's Struggle
  19. The Daily Bread
  20. The Golden Rule
  21. The Satyr Lounge
  22. The Watched Clock
  23. Toys


Thank you for your contributions to the wikia! Of course, there's no rush on these and please continue on when and as you see fit. Tricksteroffools (talk) 10:27, December 3, 2014 (UTC)
Thanks for your continued work.
Unownshipper (talk) 23:02, January 14, 2015 (UTC)
You're truly a miracle worker.
Unownshipper (talk) 09:27, February 17, 2015 (UTC)

Location Nav template Edit

I've been working on improving that template you proposed. I was able to configure a level parameter, so that by specifying "level='name of level'" after the template's name it will display informations accordingly. I'm working on how to display the multiplayer locations row when the level has one, but that's a bit tricky because I've never used conditions in templates before. Also I'll change the name of the template once it's ready. Pauolo (talk) 08:32, November 19, 2014 (UTC)


If I don't mess it up, the only required parameter would be the main location name (Welcome to Rapture, Medical Pavilion, Neptune's Bounty, ..., Fontaine Futuristics, Persephone, Minerva's Den, Market Street, High Street, Fontaine's Department Store). Considering that some of these locations are fragmented in several levels, I'll think of way to create more rows accordingly. After that, the list of areas/businesses will have to be manually added to the template code for each location.
Making 30+ templates is what I want to avoid as much as possible. /:
Also a previous/next location line would only work with BioShock 2, as the other games are not as much linear.Pauolo (talk) 08:59, November 19, 2014 (UTC)


I've looked at the recent modifications you made to your template. I like how you organized the Neptune's Bounty and Pauper's Drop, though it would be uneasy for some levels which have areas that don't belong to specific hubs. I'll think over it and work on it this week. Pauolo (talk) 23:25, November 24, 2014 (UTC)

I'm kinda breaking in to this, but I noted you had some trouble with the white spaces in Template:LevelsSubsections. It happens because the #if statements for Multiplayer etc. are separated by more than one break (coded as several returns). There are two solutions for this:
  • Remove the returns
  • Or, and in my opinion the best option, using HTML comments to comment the returns out, an approach used by Template:Games for example.
Mainframe98 talk·blog·edits 20:33, January 7, 2016 (UTC)

The template sure looks good now. I'm not sure if the Protector Trials maps are necessary here since they are just slightly modified parts of the single player levels. Still, since there are the Clash in the Clouds levels too, I guess that would be weird to have the Trials left out. I'd also suggest making another tab for the three challenge rooms maps, for the few businesses they reference (the firing range, the carnival and Zimmerman Chardonnay).

As for those undocumented pages, I haven't played the single player campaign of BioShock 2 in a while, at least not past Pauper's Drop. I can't say when I will go back to it, but I'll probably add more info on those pages as I rediscover the maps. I may have to do the same for Something in the Sea as well. I started re-documenting the ARG last year but stopped in the middle of it. And same for Infinite, though I don't want to go back overthinking what is a location and what is a map being part of one. As for signs, I guess we'll have to keep a few locations without them, unless you can find some good indirect ones (like the bloody hand being the smugglers' symbol). Pauolo (talk) 22:39, January 7, 2016 (UTC)

Ah, that's my first headache on the wikia. However you might be more interested in this: https://bioshock.fandom.com/wiki/User_blog:Pauolo/Areas_Within_Locations/Levels
Pauolo (talk) 07:48, February 3, 2016 (UTC)

Atlantic Express trainEdit

That profile render of the train is perfect, thanks for uploading it! That made me think of uploading that one, the cleanest version of the train model you can find. Pauolo (talk) 22:08, November 19, 2014 (UTC)

For the Fishbowl sign, that's unfortunate. I think the After pic is a bit better. Otherwise, the sign is also used in the multiplayer map. I don't expect it to be a better version though.
Yes, that's the map board I was looking for. I was thinking of using that one and the bathysphere's map board to display a few links on the main page. I'll save the pic for myself, but can you upload a version without the map texture as well?
The fruit crate can be added on the BioShock 2 Cultural References page, but I was thinking of making a single fruit brand page to regroup them together instead of making several short pages
The area signs of Pauper's Drop could be good to illustrate the related pages. As for those unused, we can still upload them as removed content. I know that the multiplayer map as a "Red Light" sign which could be a hint to the first concept for the level (to include a red light district section before they made it a separated level).
I was thinking of the train station for the depot, at the end of the Adonis map (above the airlock). Since the building has no other sign with its name displayed, I think it would be more appropriate than just the regular Atlantic Express sign. As for the other stations, I don't think it's necessary to upload them.
It would be nice to have renders of bathyspheres and the trolley too. Perhaps make one of the submarine at Smuggler's Hideout too, since it's a unique model and we don't see it out of water. Pauolo (talk) 11:07, November 20, 2014 (UTC)


The transparent version looks good. I'll need to check how to superpose wiki links on a picture first, but I'm sure I can make it a directory for things like the unused content pages which aren't much visible on the wiki, or any others like that (the soundtrack pages, the cultural references pages, etc...). Pauolo (talk) 23:34, November 24, 2014 (UTC)

BioShock Location Categories Edit

I just wanted to give you a helpful little bit of information for the future. The category "BioShock 2 Locations" is only to be used for major locations in the game such as Adonis Luxury Resort, Dionysus Park, and Outer Persephone and not the individual places within those locations. So while Pauper's Drop would be categorized with the "BioShock 2 Locations" tag, Skid Row, The Sinclair Deluxe, and othr places would not be.

Really, we maybe should consider renaming the category "BioShock Levels" as there had been confusion with it before. Regardless, I hope this is useful and thanks again for your tireless efforts.


Unownshipper (talk) 07:18, November 21, 2014 (UTC)

Question Edit

Atlantic Express Statue

The new images you add continue to look great as usual, but I have a question for you. I notcied you uploaded a new version of the "worker" statue with a larger version of the marquee in proportion to the stone figure. I'm not certain how you're producing the business images, but I assumed you are taking them out of the game files. You added the comment "Better matches in-game proportions." Are you making the pictures yourself somehow? Just curious.


Unownshipper (talk) 01:43, November 25, 2014 (UTC)


I see, so you are extracting the information from the game files and just tweaking it a little bit. It sounds like a lot of work goes into getting each of the pics. Thanks for explaining that.


Unownshipper (talk) 02:35, November 25, 2014 (UTC)

Porky Brand Edit

Thanks for the better quality images of the different crate labels you uploaded. I had a qucik question about the brand you added. The Porky Brand article has the BioShock game tag and lists that it's found in the Farmer's Market. I didn't see it in that level while looking, is it possible that it's only found in Farmer's Market (BioShock 2 Multiplayer)?


Unownshipper (talk) 05:23, January 14, 2015 (UTC)


That is odd. Well then it's definitely a BioShock product, but should we mark it as only appearing in Arcadia? If we do, you could list that code thing as a "Behind the Scenes" fact, if you wouldn't mind.


Unownshipper (talk) 06:35, January 14, 2015 (UTC)

Minerva's Den Image Edit

I've been going through articles and images marked with the "candidates for deletion" tag and deleting them. One is the Minerva's Den image on your profile. I just wanted to check with you to see if it was fine to remove it before proceeding.


Unownshipper (talk) 08:19, January 21, 2015 (UTC)


Thanks for getting back to me about that. Also, thanks for your work on the Inner Persephone wings.


Unownshipper (talk) 03:08, January 26, 2015 (UTC)

Original art Edit

Seems like your research on the original versions of posters and advertisements from the BioShock series caught Kotaku's eye. :) Pauolo (talk) 14:33, January 30, 2015 (UTC)

Re: Missing TexturesEdit

Thanks for uploading those icons, I don't think anyone has them on the net right now. I'm not surprised they're low-res though, in fact they're in the same quality as those displayed in the strategy guide, but that's still ok. I'll see if I can find someone to crop them out for us, perhaps add the + missing from advanced Plasmid icons. You can find the icons from the multiplayer game if you want, but I think we got them all covered from rapturearchives.org.

I just asked MegaScience and yes, the crate texture was missing for him too.

And you know, I'm actually surprised Irrational Games never made a From the Vault blog page to show the original version of the posters and their inspirations. Speaking of which, someone pretending he's a developer (I'm saying pretending because I don't know for sure and he didn't state his name) made a post on the cut content thread on BioShock Infinite's forums. He said that Baxter poster which was cut from the game (but still present in the background of some levels) came from a book on 1920s advertisements. Pauolo (talk) 10:54, February 7, 2015 (UTC)

Just checked out again, there are some unused icons among those you found. There are even some from the first game, like the Chemical Thrower ammunitions. Also, interesting to note that Bio 2's icons didn't have a frame around like BioShock's. Pauolo (talk) 11:00, February 7, 2015 (UTC)

Re: Redoing Signs Edit

I think too that you're nearly done, and that's no small work you've been doing for the path months, so thanks again. :)

As for the signs to be redone, I was thinking indeed of the ones which were cropped out of screenshots, because the ambient lighting lowers their quality and they were sometime taken at weird angle. Also I love what you've done with the Fishbowl Diner sign. I think that's the only one (or one of the few) which is animated, and it's a nice one ("Out of the fishbowl and into the frying pan" :D).

I didn't have the time so far to try to crop those icons out, so thanks for sharing the original files. I don't have Photoshop though, I'm gonna try with Paint.NET which can open dds files and crop out images, I think.

Btw, Testxyz seems to have calmed down a bit, at least on the wiki but that's a relief. Still when he's not raging about what the games lack in story consistency or narrative elements, he's drawing realistic maps based on levels from both Bio1, Bio2 and even the multiplayer when he can incorporate them into the original maps. If you're curious to see more, here's the link. Some of his maps are pretty smart and he was able to expand them nicely, with new original businesses (for example, RT&T phone switching under the executive wing of RCC in Minerva's Den). Pauolo (talk) 12:01, February 15, 2015 (UTC)

And we're working, I've just cropped out the Ion Laser icon and it looks quite good, thanks to Paint.NET but also to the original files you gave me, which are slightly better than those uploaded in your gallery. So I'm gonna do the cropping myself since I'm in a week of holidays. Pauolo (talk) 12:27, February 15, 2015 (UTC)
I'm progressing with the icons, though if you have the time can you get me the HUD icons of the multiplayer? I feel that those we have (thx to rapturearchives.org) were slightly altered in quality. Pauolo (talk) 13:53, February 16, 2015 (UTC)

Unknown music Edit

Hey Upgrade, I have something which necessitates your musical hear. This past week I've been replaying Infinite to analyze basic enemies (melee, pistol wielders, shot gunners, etc...) and I happen to notice two tracks at Monument Tower which went unnoticed so far. The first one is Everybody Wants to Rule the World which can be heard hummed by the Siphon when entering its chamber (sounds somewhat like Elizabeth's voice too). The second can be heard whenever crossing sections of the tower between the observation rooms and before falling into the library. I believe it sounds like Chines Court Music, but I'd like your confirmation, if you don't mind checking. Pauolo (talk) 22:59, February 28, 2015 (UTC)

So ambient it is, but then Infinite has a lot of weird ambient nosies all around the game (like in the Lansdowne Residence for example).
I remember the violin which sounds more high-pitched and fast paced than that piano tune and what Elizabeth is humming (probably not the same song). As for the piano I'm sure there isn't any in Battleship Bay, but I remember it from Shantytown, outside the bar. Not the humming though. Btw that youtube video of the Jubilee version doesn't work.
"Carousel Waltz" is played when entering the main street of Soldier's Field and it does sound like "On Top of Old Smokey," but then I'm sure I've heard that melody from somewhere else. I can't remember for Toy Polka. I believe it should sound something like "Carousel Waltz," but not the violin tune from Gondola station or the piano tune and Elizabeth's humming. Still I seem to remember associating it with a music heard in-game, but I'll have to replay it to be sure.
I've never seen that review video before, but I don't think any of the music featured on it were among the licensed ones for BioShock 2. The best list of this game's full tracks would be the one used for the old promotional Rapture Radio (see here on Rapture Archives. Pauolo (talk) 01:06, March 2, 2015 (UTC)

Re: Intro to Dreamspace Edit

That's an interesting video you found here. I forgot Machinima use to have interesting interviews of game developers.

Yes indeed, it looks like a layout for quest objectives in Ryan Amusements. Oddly, it lists in minor moments discoveries of gameplay mechanics such as the vita-chambers, health and upgrade stations, vending machines and both Electro Bolt and Incinerate. It makes me wonder if that wasn't the first level you were supposed to wind up in after the original Prelude, which could explain the "Bathysphere shot down" as the one Delta was riding with Eleanor. I'll have to look into it before making any conclusion.

As for objectives themselves, I don't remember them listed in my text files apart from references in the file name of groups of radio messages. Perhaps doing a research of "dreamspace" or "dream" will find me something. It's also possible it refers to Eleanor calling to Delta. I'm pretty sure the big hallucinations with the theater and what else were only in the original Dionysus Park, when Delta was supposed to drug himself to approach partying Splicers. It's also coherent with the nature theme of this place. Would have been quite something if the level turned into a vegetal maze madness, like that mission from Thief: The Dark Project, The Sword.

As for Thaw the Cables, I seem to rememeber something about that. I'll check around for it.

I think the multiplayer was codded a bit differently than the main game, so good luck with that. Perhaps try emailing Gildor if you're stuck. He's more concened by textures and models but he has extenseive knowledge of how Unreal engines work.

Ah! The Faux Frenchmen use one of BioShock's fonts on their website. :D

More seriously, sadly the game credits don't mention them except for record labels and publishers. I would believe they re-orchestrated Reinhardt's tracks since it would have made the job easier for IG's sound engineers back in 2007 and before. You can add the reference on the wiki if you want, even without solid source. I'm not sure anyone is going to look twice for a precise one, since we possibly have the most extensive and correct database on songs used in this game series among all other websites. A shame most people still don't perceive how useful wikis can be to search for details and informations. Pauolo (talk) 08:00, March 12, 2015 (UTC)

Just checked on the text file, the only 3 mentions of dreamspace I can find is related to the Eden level, which is Outer Persephone. Pauolo (talk) 18:46, March 19, 2015 (UTC)

Corpses Edit

I know you already have a lot on your plate, but if it's possible/not too much trouble, could you supply the site with some renders of the two sets of male and female corpses from the BioShock series? I'd like to create a page devoted to the corpses.


Unownshipper (talk) 02:43, March 17, 2015 (UTC)


Excellent work, I knew the images would look great. Even if they're in the somewhat generic T-reference, the pose still looks pretty good. I could suggest a slightly more "lively" pose, but these are corpses. I would recommend that you play around with moving the figures (put her left leg in a right angle so the foot is extended, turn his right arm a quarter turn so the palm is facing us, etc.) if you want, and if you come up with something more creative that still shows off the model well then upload it. For now, these are nice.


I need to ask something important: Are these the names listed in the files? If so, then CorpseCrispy is the proper name for that model (same for the clearly male and female corpses). When making the Corpse article, I intend to show that Rapture may have bodies scattered all over it, but a Corpse (with a capital "C") is a combat type like Houdini Splicer, Thuggish Splicer, Rapture Citizen, Big Daddy, etc.
All of these are special inhabitants of Rapture and all take various forms. For example, a Big Daddy can utilize the Rosie, Bouncer, Alpha Series, etc. models. A Nitro Splicer can utilize any Splicer model. A Spider Splicer can use the Crawler model in Bio2 or any Splicer model in Bio1 other than Lady Smith, Breadwinner, Ducky, or Dr. Grossman.
Olympus Heights Family
So… The Corpse basically just fills the role of a container; a Corpse simply interacts with the player by lying around and being looted. CorpseCrispy, CorpseMale, and CorpseFemale are unique models associated with the "type" (like how the model Brute is to the Brute Splicer), but ANY enemy model can ALSO be a corpse (a Pigskin, a Rumbler, even a Little Sister in that case in Mercury Suites.
A Chorus Line
With that in mind, it's not necessary for you to include that image of the bald Baby Jane (even if it does look great) from the Medical Pavilion as that's just another one of her 4 standard models (you can see the other ones at right). However, if you can grab the images of the Corpses from Bio2 as well I'd greatly appreciate it. Thanks so much.


Unownshipper (talk) 02:43, March 18, 2015 (UTC)


Yeah, I had a feeling that model was unique and not just another burned body. Good to know! I think this warrants creating individual pages for each of these models similar to how there's one for Toasty, Rosebud, etc. I think the best thing to do would be to write their names (for the article titles) the way they appear in the file Corpse Male, Corpse Female, Corpse Crispy (with the spaces between words). What do you think?
I applaud your mastery, those were exactly the models I was hoping for. That's a shame about the male corpse's tie and pant cuff, is there anything you can do? Good luck with Milkshape. I think this'll turn out well. Would it be possible for you to get all five corpses together in one picture? I'd like to do a line up like I did with the Bio1 Splicer models (the above of Baby Jane ↑), but if that's too much trouble, I can just take care of it (simple cut and paste) once you upload the Corpse images.


Unownshipper (talk) 02:46, March 19, 2015 (UTC)


The wait was worth it, these look great! I think it'd be great if you uploded the transparent image to the site as well as the other individual pics as well. I have this idea of going through the game and getting overhead shots of images from different locations (a gurney, a coffin, a bed, a pile of dirt, etc) so it looks like the corpses in the group shot are resting on different spots within Rapture. Until then, we'd have your excellent image on the soon-to-be made "Corpse" page.
That's too bad that MilkShape is so finicky. I was going to suggest something more fun and silly if you had the time and energy (http://letsplayhistory.org/wp-content/uploads/2010/03/SwingDancers3D_PNG150Trnsp.png), but if not, your picture is just perfect!


Unownshipper (talk) 23:47, April 1, 2015 (UTC)


So Sorry about the delay. Oh my gosh that image turned out great, masterful work! We can definitely stick with just the "Corpse" article for now and deal with individual model pages later if the need arises. I also understand your concerns about latering the renders over screenshots. In the meantime, I'd be happy if you just uploaded your images (the individual models, the group shot, and the dancers) to the site after I put the Corpse page together. We can continue to work on this if we encounter any issues. Thanks a lot.
Unownshipper (talk) 03:16, April 8, 2015 (UTC)
What models do the corpses in the other locations use? --ZanyDragon (talk) 19:51, April 10, 2015 (UTC)
The corpses in the remaing levels in BioShock 2 and Minerva's Den. How many there are, where they can be found, and what type of model they use. ZanyDragon (talk) 00:27, April 11, 2015 (UTC)
You know, I believe one of the ADAM corpses in Fontaine Futuristics is a Big Daddy. It's in the laboratories. ZanyDragon (talk) 05:15, April 12, 2015 (UTC)


Hey man, just recalled you made that awesome image of the swing dancing corpses. Were you ever planning on posting it on the site? You went to so much trouble and it turned out so great; it'd be a shame if no one ever got to see it. If you're hesitant, I would post it myself, but I think you ought to have the honor since you did all the work.


Unownshipper (talk) 05:40, August 1, 2015 (UTC)

Unused propaganda? Edit

I think I just found two unused posters (one for a personal bathysphere "The Seahorse" and the other for Rapture Metro) from the first BioShock and by game artist Robb Waters, but I'm not sure if those are not fan arts since I've never seen them anywhere else. If you have a way to check that, here's one of the galleries where I found them: http://www.svalts.com/post/11026471430/bioshock-propaganda Pauolo (talk) 11:48, April 15, 2015 (UTC)

As a reference, I think this is his Flickr gallery, as I recognize some of his art work and know that he is a comics fan: https://www.flickr.com/photos/24828573@N06/. The same name "fineskellington" appears on his profile on Irrational Games' website (http://irrationalgames.com/members/IG.Robb/) Pauolo (talk) 11:52, April 15, 2015 (UTC)

Appearance Fonts Edit

Since you're the creator of the Fonts article, maybe you can help me with this. I'm working on completing the Appearance sections for BioShock 2, and I want it to be similar to what I did for the first set. The problem is, I can't remember the name of the font I used. Do you think you can identify it? I'd be very grateful.

Unownshipper (talk) 03:05, April 17, 2015 (UTC)

Just plain "Broadway?" Thanks, that should help.


Unownshipper (talk) 21:11, April 19, 2015 (UTC)

Hephaestus signsEdit

Sorry to bother you, I was wondering if you could get the location signs from Hephaestus? The ones only at the entrance of their respective locations and each with a different symbol, not the direction ones with arrows. There should be one for the Workshops, one for Heat Loss Monitoring, one for Geothermal Control, one for Hephaestus Core (the sign is displayed inside Geothermal Control) and one for Office of Andrew Ryan (above the entrance to Rapture Central Control, I'd like to use it for that level page).

EDIT: I'd be also interested in the "Welcome To Rapture - Opportunity Await" sign from the first level and without parts from the bulkhead door. If you can upload that one, don't update the pic I've linked you and just create a new one. I might need to make a second version of it if it is too large for the Rapture Businesses page. Pauolo (talk) 16:42, April 25, 2015 (UTC)

That's the ones, and the Hephaestus Core sign I'm talking about is in the same style (and so not the big orange symbol) and can be found near the elevator to the bottom of Geothermal Control, which itself leads to the elevating platform right next to the core (that's the part obstructed by water).
Good initiative, we still have a few signs cropped out of screenshots at bad angle, or where the light doesn't give the true colors. As for the Welcome_to_Rapture..png, I don't think we will use it anymore but I'd like to have the file deleted instead of replaced because of the double points in its name.
For the Arcadia sign, I don't see what would illuminate it other than elemental Plasmids or the chemical thrower (which has the same effect I think). Perhaps try with Incinerate! 2 and 3 to see if it lights up better, or just turn the gamma setting up. Pauolo (talk) 06:06, April 27, 2015 (UTC)


If I could interject here... I'd greatly appreciate it if the new file was uploaded over the previous one, not just as a courtesy to User:Aquawiki, but also so that in case someone comes looking for the original file, they'll find it in the history.


Unownshipper (talk) 00:53, April 28, 2015 (UTC)


Regarding the "movefile" option, I was unaware of this. I will look into this and get back to you on it. In the meantime, would you like the file renamed anything in specific or will something general like "Arcadia_District_Sign" be sufficient? If this works out, I'd still like the new file to be uploaded over Aquawiki's orifinal image.


Unownshipper (talk) 04:35, April 29, 2015 (UTC)


I'm not certain, but I think that (movfile) is just a code naem for the action of "Renaming" the file. I'll proceed with renaming those two poortly name pictures to the suggestions you offered me, but if you come across any others (or if I'm mistaken and moving the file and renaming it are two separate things), then please let me know.
Again, intruding on y'all's ↓ conversation, I'd like it if that piece of bulkhead were included on the Welcome to Rapture sign so that the black shadow was covered up. I guess the designers meant for the sign to always be over a bulkead door. If you add the image that way, it'd basically look like Aquawiki's original pic, but with the correct colors and much higher quality, which I'd be happy with. I also think it'd be great to add both signs to Ryan's office (we can always find a place for them), but agree with Pauolo that the lightning bolt sign is the better one.
Unownshipper (talk) 21:36, April 29, 2015 (UTC)
I think it was indeed designed to be over a bulkhead. As I've said below I found a second one over the bulkhead of Apollo Square's station. It makes the place look like another entry point to new arrivals in Rapture, which isn't far-fetched since that's the residential area. Pauolo (talk) 21:49, April 29, 2015 (UTC)

The sign with the picture of a fist holding lightning bolts looks less bland than the blue one. I'm not sure I could have a use for the latter except if I detail the Rapture Central Control page a bit more. I can take on detailing the rest of Hephaestus considering I have now a save file for each and every level. I intend to do that for the level pages of BioShock 2 which I find lacking in info.

As for the Welcome to Rapture sign, I honestly didn't expect that. I just saw a few days ago that it was also used in the bathysphere station at the end of Apollo Square, but I guess it would be the same result. Does the texture really have that shadow part? If you can use photoshop to add back the missing texture it would be great, unless it ends up looking weird. The water puts a bluish tint on everything in this game (and the sequel), hence why I'm glad you got a lot of those signs in natural colors.

That song's lyrics are awful, unless it's supposed to be satirical. o_o It is mocking women in general and their place in society. I'll need to write down the lyrics in French first. Pauolo (talk) 15:12, April 28, 2015 (UTC)

So far that's what I can make up of it. I'll make a translation later

"La femme y'a que ça. C'est le comique par monsieur Fertinel"
"Ah! sur train de chansonette,"
"Qui vous rendait pas trompette."
[...]
"Cette femme sur mon homme est plus maître que nous"
"Pauvres hommes que nous sommes,"
"les femmes ne valent pas deux sous."
"Non pas deux ! Et on ose comparer la femme à la fleur, mais la fleur pour nous plaire se contente de sa fraîcheur et d'une feuille sur sa tige. Y'a plus beaucoup de femmes qui s'habilleraient avec une feuille sur leur tige. Dans la lune de miel la femme est suave, c'est qu'elle franchit pas[...]. C'est quand on change de quartier qu'on meurt dans la lune de moutarde. Ce n'est plus qu'une rabattue, une rognure de fer blanc, une brioche au vinaigre, sans compter qu'aujourd'hui elles veulent avoir les mêmes droits que nous. Nous avons des femmes avocates, d'autres qui sont de vraies [...] puis quand nous avons cessé de plaire, pauvres hommes, avec quelle grâce, quelle désinvolture elles nous plaquent. Et cependant la femme lui doit tout à l'homme. Oui, tout! Oui, la femme a été crée avec la côte de l'homme, il n'y a pas à sortir de là. Elle sort de là, elle sort de... Mais oui madame, c'est vrai ce que je vous dis là. Vous avez beau vous cacher derrière la colone. Ecoutez, vous qui avez l'air de douter, vous avez peut être été fabriquée avec un morceau de moi-même. Madame, si vous n'êtes pas contente rendez-moi ma côtelelle! Et quand on vient vous dire qu'à son premier dessert elle se contente d'une pomme, je réponds que c'est une blague immense, car nous savons tous aujourd'hui qu'au lieu d'une pomme ce sont des pruneaux qu'elle mange, hein ? Et la preuve c'est qu'aussitôt après elle a eu des muscles très relâchés, ce qui ne m'empêche pas de dire :"
"Ah ! la femme la femme y'a que ça,"
"On aura beau faire [...]"
"Heureusement pour le genre humain,"
"La [...] du monde est au féminin."

Pauolo (talk) 15:43, April 28, 2015 (UTC)

Sorry to have not translate that song earlier, it's a bit difficult to work around since it's full of idioms. I had to rephrase some sentences to make them understandable, but others I couldn't either hear what the man says or understand their meaning. So here's what I can make out so far, with a few modifications:
"There's nothing like women. This is the comical [song] by mister Fertinel."
"Ah like a little song,"
"that does not drive you nuts"
[...]
"That woman is more master than us, fellow men."
"My poor friends,"
"Women are nothing."
"Nothing! And we dare compare women to flowers, but flowers only have their springtime and a single leaf to please. There's no more women who would only wear a leaf. On honeymoon, women are charming. But once you live with her, honey turns into vinegar. They're cheap, they only use you, and now they want to have the same rights as us. We have lawyer women, others who are their own boss. Then once we ceased to please them, poor men, they ditch us with elegance and indifference. But women owe everything to men. Yes, everything! Yes, women were made from men's ribs, there's nothing else to say. They were made with... Yes madam, I'm saying the truth here. No need to hide behind that column. Listen, as you seem doubtful, maybe you were made from one of my own body parts. Madam, if you don't like it, give me back my rib! And when they only need an apple for dessert, I'll say to you this is a huge joke, as we all know now that instead of an apple it was prunes, yes? The proof is they broke wind afterward, and that doesn't keep me from saying:"
"Ah, there's nothing like women,"
"No need to say it again."
"But thankfully for mankind,"
"The [..] is a feminine word."


It seems redundant to say it at this point, but excellent work on those signs. Thanks. Unownshipper (talk) 17:56, April 30, 2015 (UTC)


@Upgrade:

I think the Welcome to Rapture sign looks better with its true color, which is grey/white metal. The blue-greenish tint from the sea is good for game atmosphere, but not for articles. /:
As to how we should crop the frame, I'm not really sure. We could keep the bulkhead intact and have similar as the point Prometheus sign, but it may look weirder on the page. I'll try it out tomorrow. Pauolo (talk) 21:47, May 28, 2015 (UTC)
Welcome to Rapture Sign
Hey UpgradeTech, if I could just interject here… I saw the image on Pauolo's page of the fully intact bulkhead, sign, and statues, and I've got to say, it looks a little… ostentatious. I hope I don't sound impertinent because I don't mean to be, but could you just recreate the sign as it looks in the game files and simply add the keystone part of the bulkhead arch as this original image by Aquawiki does ===>
I think that'd be the best of both images.


Unownshipper (talk) 03:13, May 29, 2015 (UTC)

Signs from Minerva's Den Edit

Hi UpgradeTech!

If you have some time, could you find a few signs for me? I'm looking for the sign for the Airlock at Machine Graveyard in Operations and the signs "Turbine" and "Turbine Maintenance" from Climate Control. Thanks in advance! Mainframe98 talk·blog·edits 17:49, May 22, 2015 (UTC)
I need some more signs: "Ventilation control", located in the tunnel to Core Acces, of which I also need a sign. Mainframe98 talk·blog·edits 15:58, May 23, 2015 (UTC)

Thanks for the signs, and adding Ventilation Control and Core Access. Mainframe98 talk·blog·edits 09:32, May 29, 2015 (UTC)

Kinetoscopes Edit

You did a marvelous job on the pages about Kinetoscopes! However, I noticed that the page names of some pages differ from their actual name as stated by the article itself, and I was wondering if that was done for a reason (e.g. technical restrictions)? Also, you might want to link to Kinetoscope, instead of Kinetoscopes, since the latter is a redirect, which you (accidentally (?)) linked to on some category pages. Anyway, excellent job! Mainframe98 talk·blog·edits 13:34, May 31, 2015 (UTC)

Ah, I see, it makes sense now. Thanks for elaborating. Mainframe98 talk·blog·edits 19:14, May 31, 2015 (UTC)

Reconnect Edit

Hey Upgrade,

Did you get the message I left you?

Jtrinity45 (talk) 04:48, June 1, 2015 (UTC)

Bathysphere map. Edit

Hey if you have time for a request, could you get me the original Austen Bathysphere Map from BioShock? The texture is probably low-res, but I think it'll be better than the one we currently have. Pauolo (talk) 15:44, June 8, 2015 (UTC)

I wish the developers who made that map or its remake from BaS 2 would have posted it on the net, it's basically the only full map we have of Rapture and it shows well how it was organized.
Anyway, I brought that up to you mostly because of the crudely modified version you pointed out, and I wanted to have at least the original one posted. The full version with the frame would be ideal, though it shouldn't be zoomed to avoid blurring the map.
I could take on making an overlay picture to add numbers on the map, it shouldn't be hard as long as I know the dimensions of the map in pixels. I can use paint.NET for that I think.
The Austen Bathysphere Map page was bothering me too, It's just part of the Rapture Metro system so it should be merged with it. "Austen Bathysphere" could get its own page as a business, or one simply named "Austen" since we have both Austen Bathysphere and Austen Streamliner mentioned in the series. I'll get to work on those anyway.


And glad you remind me of the Welcome sign. Sorry for the delay in feedback. /:
I don't think we need the whole structure with both statues, they don't appear the second time that sign is used in-game (above the entrance to Apollo Square's bathysphere station). Unownshipper suggested to have the sign with just the arch's keystone, but then the bulkhead has its own decoration and I think it doesn't match. What I'd like to suggest is to simply remove the black zone, or at least replace it with transparency. If you want an example, I just found on that Russian website the same sign with a bit of extra rust and the shadow removed. It's a lucky coincidence, I just run the original rendered pic in Google and it found me that one. Anyway, just to show what it can look like the way I suggested. I'll try to do that myself as best as possible with Paint.NET and post the result here and on Unonwshipper's talk page.
Pauolo (talk) 15:39, June 9, 2015 (UTC)

Re: Unused Radio Messages Edit

Just to clarify, when you said it'd be a good time to "upload the actual audio files to the wikia like for the audio diary pages" did you mean to make an individual page for each radio transmission, or simply add the audio files just like how each audio diary page has the audio file uploaded?


Unownshipper (talk) 05:45, August 24, 2015 (UTC)

RE: Emporia Images Edit

Must've missed that. Thanks. I planned on changing the name but the name I had in mind wasn't passed through apparently. I personally prefer a descriptive name too. About the link, do you mean the tumblr page? Mainframe98 talk·blog·edits 06:50, November 20, 2015 (UTC)

Got it. I'll modify the template I use for that so it will automatically link to the post. Thanks! Mainframe98 talk·blog·edits 17:47, November 20, 2015 (UTC)

Coen Bros. Films Edit

Hey, I've noticed all of your recent posts about the Coen Bros. films. Thank you very much for sharing that link to Ken Levine's inspirations; I suspected Brazil, but it's nice to get real, solid confirmation. I recently removed several of the references you added to the Behind the Scenes sections on a few articled. I wanted to explain my reasoning behind this so there wouldn't be any misunderstandings or hard feelings.

My chief concern is that the reference's inclusion on some of the pages seemed out of place. Clearly, Levine admires the Coen Bros. work, but what was directly sourced from their films into the games? The The Hudsucker Proxy reference's inclusion on the 1958 New Year's Eve Riots seems very fitting as the date seems spot on; in that situation (with your properly formatted reference), it's more than a trivial detail, it's a direct link. It's good that it's referenced on that article, but does it need to be included on the Kashmir Restaurant page? Yes the two are related, but the source inclusion on the Riots page is sufficient since it talks about an event on a specific date while the other discusses a place.

Let's compare this with O Brother, Where Art Thou?. I can be persuaded that the designers were inspired by the film, but it's a little bit of a harder sell than THP is for BioShock. I think that your outline on the BioShock Infinite Cultural References is compelling, but on any other page, it comes off as trivia. You must admit that comparing Cornelius Slate with the Cyclops character from O Bro is a stretch since Slate is not a swindler and you yourself noted that the eye patch is on the wrong side. As for Preacher Witting, he could just as easily be a reference to the Greek Tiresias, the Reverend Homer A. Barbee from Ralph Ellison's Invisible Man, or any other of a long line of blind prophets and preachers from literature.

I hope this explained my side well. Please let me know if you have any concerns.


Unownshipper (talk) 01:56, December 9, 2015 (UTC)


I'm equally aware of the film, what it represents, and Ken Levine's coyness; the latter issue is an especially tiresome one. I believe that all of the O Brother, Where Art Thou? connections listed on the BioShock Infinite Cultural References page are appropriate. A link from a direct quote would be preferential, but based on your research and the sheer number of examples listed, the connection is nonetheless a valid one. The problem comes from trying to list these individual examples down on other pages. Together, they add up to something strong, but on their own each seems like a stretch. The fact remains, this site has a pretty strict no Trivia section policy initiated by Gardimuer to reduce supposition. While the observations you made could have come from O Bro, there's just as much likelihood they could've come from somewhere else, too.
If there were a quote of Levine saying "I was so impressed by John Goodman's bible salesman/KKK agent from O Brother, Where Art Thou?, that I modeled the character Cornelius Slate after him," that'd be one thing. But of course there isn't and all we really have to connect them is that they both wear eye patches. So if that's written in the Behind the Scenes section, it comes of as supposition, and it invites others to add casual observations and trivia where it doesn't belong. It's the same case for Witting.


Now as for the other issue about the dead links. That sounds like a particularly annoying and complicated problem. I'm not sure how to solve it. I can offer a compromise that might take care of both matters. Why not create a Trivia section on the Talk Pages for the individual articles and add the references there? That way, the clear connections like The Hudsucker Proxy are mentioned on the main article, while the supposition connections are still included, just not on the main page. Would that be suitable?


Unownshipper (talk) 04:18, December 9, 2015 (UTC)

png vs. jpg Edit

I responded to your post on Pawn of Atlas' Talk Page, but as I said there, I don't see how the issue of png vs. jpg is related to the particular topic I that I was discussing with Pawn. Was this a separate subject you wanted to discuss and accidentally added onto the discussion?


Unownshipper (talk) 03:39, January 5, 2016 (UTC)

Character models Edit

Going through DeviantArt, I noticed several users posted pics of character models from each game of the BioShock series, ported by them on XnaLara, a software which originally started as a tool to play around with character models from Tomb Raider Underworld. Do you think it could be interesting for the wiki to use it to get clear shots of some characters, or show their variants? For example:

I don't think Umodel can make such good renders too. Pauolo (talk) 01:30, January 8, 2016 (UTC)

EDIT: I must warn you, you might find a lot of custom models too, included a lot of NSFW ones of Elizabeth. So much for Ken Levine complaining that his character was getting the porn treatment. >.>

Also User:Chad Roberts posted here several shots of models ported to XnaLara two years ago: User blog:Chad Roberts/More ArmachamCorp picture and Pictures from XNALara

Pauolo (talk) 01:34, January 8, 2016 (UTC)

I see what you mean with the shiny effect but I believe it is part of the models on unreal and can probably be toned down on that software. I always thought MegaScience's renders were looking too flat because they were lacking that effect. Here are renders of Sinclair and the female corpse made in XnaLara:
As you can see the shine marks the details better on tose models and their textures, making them feel more organic while still conserving Unreal's comic style effect.
Honestly I'm way less qualified than you in rendering stuff from games, so please consider trying it once you've gone through all those signs. :)
Also before I forgot, I just thought of something for those sign-less locations: perhaps you can simply reuse the typeface used in-game to display location titles? It's really better than nothing. /:
Pauolo (talk) 10:39, January 8, 2016 (UTC)

Location Nav template concerns Edit

I intended to speak to you about some concerns I had regarding the Location Nav template (or Level Subsections template, what do you call it?) you've been working on, but I had to take care of other things irl first. Now it looks like you've gone and added it to each article on the site. I can imagine how frustrating it might be to hear doubts after the fact, but I hope you'll humor me.

Before going any further, let me say that you've done an excellent job, as usual, and that your template is very good looking and it operates perfectly. I commend you for your code writing/template building skills, and appreciate everything you've done for the site. You work (uploading marquees, digging up Corpses, finding fonts, etc.) has helped to vastly improve the appearance of this site.


I hope you will forgive my bluntness when I ask what purpose does the Loc Nav template serve? I certainly don't intend to be rude, I simply want to ensure that the everything on the site looks consistent and uniform (it's an annoying habit of mine), and while I can seriously appreciate all the work you've done on the template, I want to make sure the site needs it (AKA, it's not superfluous).


Is it meant to group all the businesses together by district? Is it meant to be a navigation bar to make it easier for visitors to the site to see all of the different spots in a location? If it's the former, I have concerns over supposition. For example, Finley's Eat In Take Out is listed in the Welcome to Rapture Loc Nav; this presents problems. Is the eatery in the Welcome Center or is it just advertised there? Same with Hotel Monseñor in The Lighthouse's Loc Nav. If it's the latter, I ask what's the need? Between the search bar or the information in the main article's body, all of the pertinent business are listed (maybe not all on top of each other, but they're still there). Is it meant for something else entirely?


I just want to hear your explanation for it. I didn't see the purpose of the Fonts article at first and some questioned the need for the Scripted Events page when I first made it, but maybe after hearing from you, we'll find that it totally belongs here. I just wanted to check with you first. Is there anything I can do as an Admin to help? I know that currently there are only 4 rows for you to work with in the template, is there any way I can change that? Some of the templates have the business grouped by areas: the Medical Pavilion Loc Nav has Foyer, Funeral Services, Dental Services Area and Surgery while Welcome to Rapture and Olympus Heights just have Main Locations (this creates an inconsistency in layout that I'd like to solve if I can). Let me know.


Unownshipper (talk) 21:37, January 11, 2016 (UTC)


Based on what you've said, I'm starting to see the merit in this template, but I think it could use a little tweaking. If you don't mind, I have some points and suggestions:
Regarding the editors' preference you noted. That's more in line with the Wiki's general policy to only link to a page once and at the first instance of a topic being mentioned in the article. I'll grant you that this can make for a little bit of a problem when a destination is linked earlier in the article and not when it serves as a heading (AKA, when it's most visible). You mention the categories page being used to see all topics grouped together. Frankly, I still don't really see a problem with that particular method (what's the problem with the articles being listed alphabetically?). As for underdocumented levels, that's just something we have to continuously work on. More and more the articles will be filled in with details, it's just that one person can't do it alone. It'll happen, it just might take a while.


I have no problem with you combining Point Prometheus, Proving Grounds, and Fontaine (Level). Rather, it seems like the most prudent course of action. Actually, that leads me to a separate point: The Lighthouse has no marquee, so it's the only Loc Nav among the BioShock levels that has a screenshot instead of a png file sign (this bothers me from a consistency standpoint). I propose combining it with Welcome to Rapture's Loc Nav even though they're two seperate levels. Then, you can cover the Surface (lighthouse and crash site), the Descent (everything advertised), and the Welcome Center. That way, for example, the Bathysphere Station isn't listed twice and you can mention other places Fat Cat Lounge, Cinema Réal, Lentz Bijoux & Bibelots, etc. alongside Hotel Monseñor and Finley.
Also, why not combine the Persephones, put all of Finkton together (Shantytown, Finkton Proper, Finkton Docks, the whole thing), and combine the Smuggler's Hideout with Neptune's Bounty. Then, there's a whole lot less wasted space and "Main Locations" descriptors. I see no problem in omitting a navbox for Paris or the Sea of Doors.
The Finkton thing, I think, would be a good way to trim down on sheer number of templates, but it might require an extra row or two. That's why I ask about how to enable you to have more rows. Perhaps we should bring User:Mainframe98 in on this.


There are other little issues I've noticed: Cohen's Quadtych, a piece of art, and the Frozen Tunnel, a... frozen tunnel, are listed as businesses in Fort Frolic. This is an issue of word choice; are we organizing businesses, locations, topics, articles? I think a better word is needed, but what? Jet-Postal Substation II, The Fighting McDonagh's Tavern, others are listed as Lower Wharf when they're Upper Wharf businesses. The Oceanview Pharmacy is listed under Plaza Hedone instead of Little Eden Plaza. This is a huge project and small mistakes are bound to happen, but I'm willing to work with you on it if you want.


Unownshipper (talk) 06:31, January 14, 2016 (UTC)

Bio 2 multiplayer modelsEdit

Do you happen to know where the character and weapon models can be found in the files of BioShock 2's multiplayer? I want to try visualizing them with Umodel, but I can only find the textures associated to maps. Pauolo (talk) 16:56, January 12, 2016 (UTC)

I found all ten unspliced character models in Entry.bsm, in the maps folder, but once again umodel only loads low textures for me and I don't know how to get to the true ones. Any idea on that issue? Pauolo (talk) 17:34, January 12, 2016 (UTC)
It worked, thanks. Though, as you said, some models are missing textures, and the spliced textures and models displayed during matches are nowhere to be found. I would have expected the maps to have those, but nope. Could it be those files are not on computers and only shared by steam's servers when playing online?
Also on something unrelated, is there a way to toggle off the HUD in the multiplayer? Apparently JLBiggs from digitalfrontiers.tumblr was able to do so, albeit he couldn't change the FOV and had to quickly change weapons to take screenshots without them. If I could hide the HUD, I could take good screenshots of online matches. I often play the game so I can ask regulars not to shoot me when looking around. :) Pauolo (talk) 19:06, January 12, 2016 (UTC)
I don't know if that can help, but there are shaders (.pcs10 ?) files in appdata/roaming. I figure since your avatar is inherent to your steam account, the missing models and textures could be stored there, but it's only shaders. /: Pauolo (talk) 19:23, January 12, 2016 (UTC)
I was able to get rid of the HUD elements, though the gun remains on screen. I'll try to find a way to make good pics of battles, like using the slugger tonic to hide most of it when charging the melee strike. erhaps that way I can find a good way to take full body pics of the splicer characters. Pauolo (talk) 19:09, January 14, 2016 (UTC)

Item Model RequestEdit

Great job for extracting model of BioShock Series and upload it. Can you extract texture and model of  Infinite & Burial at Sea Consumables items, too? I uploaded in-game image of items before, but they look a little bit nasty.

Pawn of Atlas (talk) 03:13, January 19, 2016 (UTC)

The Mall Edit

Fort Frolic Mall Directory

I think it's important to keep a record of the images on this site, and the "upload a new version" permits that. Now, of course, that couldn't happen in the case of the older texture grab of the mall map because it was a JPG. It would've been impossible for you to add your much better PNG image over it that's why I took the JPG, converted it to a PNG, replaced the mall map, and then reverted it to your image.

Just wanted to explain why I did that.


Unownshipper (talk) 02:11, January 21, 2016 (UTC)

UE Viewer (RE:Replacing images) Edit

Sure. Thanks for the advice! Mainframe98 talk·blog·edits 08:55, January 23, 2016 (UTC)

Bio2 Multiplayer UI texture filesEdit

I don't remember if I have asked you that yet, so have you by any chance extracted the various textures used by Bio 2 Multiplayer's user interface? By that I mean the weapon/plasmid/tonic icons but also those used in loading screens and the rank symbols. I'd like to extract some of them back in the future, mostly the loading screen images and the rank icons. Pauolo (talk) 12:08, January 23, 2016 (UTC)

The postcards should be in the files somewhere. At least Brandon Klassen (from game-archivist.com) was able to get to them for both Bio 2 and the multiplayer, and he also got all the posters/banners/tags textures and the audio diary portraits. I would have simply used the postcards from his website if he hadn't left a black background where the transparency should be. Anyway keep me in touch if you find all the UI textures or those akin to loading screens. Pauolo (talk) 22:16, January 23, 2016 (UTC)

Monument Island GatewayEdit

I saw you added Monument Island Gateway yesterday. Honestly I'd like to see something about this location with you that has bothered me for a while. When I started reorganizing the level pages of Infinite (the horror...), it seemed like Island Monument Gateway was a level on its own, just like Shantytown or Comstock House. It is shown as a separate level in the strategy guide, and its acronym in the game files is TWN3 (TWN being Town Center and TWN2 Comstock Center Rooftops). My question is, do you think we should consider this page as a level rather than a location? Pauolo (talk) 11:19, January 27, 2016 (UTC)

I think, from a gameplay point of view, that the gateway is a continuation of the TWN levels. Those three levels basically introduce all the basic gameplay elements of Infinite (weapons, Vigors, combat, riding freight hooks and sky-lines) with the exception of Elizabeth's powers. The tower however is much more lore-based with nothing to shoot at, hence why no need for a map like the lighthouse (though I blame the strategy guide for not being clearer nor complete). From a lore point of view, the Gateway is the access to the Island, both for transit of visitors and materials for the labs, so it had to be linked to it though not necessarily part of it (like Comstock House gate). Considering it's one side or another, I'd be more willing to make it a level page to settle it.
Btw, was Monument Island really moving that much during the game? I mean The developers used a lot of size and placement change in the maps so the player can't miss it, but then we seem to be moving in straight line, even following the signs of a scenic route to it at the end of Town Center. Would this mean that the island is always anchored to Town Center/Comstock Center, just like Comstock House was to Emporia? Pauolo (talk) 17:48, January 27, 2016 (UTC)
I hadn't notice the bullet point, though yes the page needed a serious cleanup.
Outer Persephone isn't much longer, even with the Little Sister gameplay (only one large fight and exploration in straight line). As for confusion, I can agree that there is enough around Infinite like that, for example around Emporia. Still, other small levels had their dedicated pages (the lighthouses) so the gateway really is an exception.
In the end I think I'm getting too much worked up with Infinite's maps. The game was too much more lore-centered than the rest of the series to make locations easy to describe. Even describing the multiplayer maps is easier. /: Pauolo (talk) 19:27, January 27, 2016 (UTC)

RE: Renaming image files Edit

Thanks for bringing that list to my attention. I didn't notice that while editing. I'll have a look and rename them. Mainframe98 talk·blog·edits 10:18, February 5, 2016 (UTC)
All done. Mainframe98 talk·blog·edits 16:49, February 5, 2016 (UTC)

Invitation to a discussion regarding changes on a few wiki pages Edit

I'm making this post to attract your attention towards this blog page: User blog:Pauolo/Name change and display of the removed content pages. This is an open discussion regarding the removed content pages of the wiki, for which I'd like to gather the largest possible number of active wiki editors. Feel free to share your thoughts in the comment section of the blog page. Pauolo (talk) 13:28, February 7, 2016 (UTC)

BioShock 2 References in Burial at Sea Edit

Hi, I really enjoyed your post on the 2K forums and on Reddit about the BioShock 2 (and BioShock) references in Burial at Sea. thus I'd like to enlighten you about a reference that doesn't seem to be listed: Some of the male Early Splicers wear masks, which are cut out from the Meal-Time Frozen Dinners advertisements. Meal-Time Frozen Dinners adds were first seen in BioShock 2.

--Shacob (talk) 15:32, April 3, 2016 (UTC)

Ghosts Edit

I was looking through the edit history, and I saw you added Eleanor Lamb's telepathic messages to the Ghost page. While the ones she submits to Subject Delta in Dionysus Park ought to be listed there, the other ones should not. The DP ones are generated from memories collected from ADAM Corpses in the area, the rest were not. They don't qualify as ghosts and the page shouldn't just become a repository of Eleanor's communications.

I plan on undoing the change, but I wanted to check with you first to see if you have any suggestions, concerns, or alternate ideas.


Unownshipper (talk) 19:27, August 2, 2016 (UTC)


I was going back through my neglected discussions, and I saw I never attended to your response. Creating an "Eleanor Visions" article might be something we could explore (it bothers me that there isn't an in-game name for them though. What if we were to put the dialogue from the visions in a subsection of Eleanor's Quotes? Tangentially, I don't see it as misleading to group the DP specific visions under the Ghosts article.


Unownshipper (talk) 02:56, August 18, 2016 (UTC)

Comstock House Edit

Hey UpgradeTech, I saw on your recent edit on Comstock House that you believe the page should be split in the future. To be clear, do you mean split the way the Factory and Housewares articles are split? If so, I was hoping to ask why? Thanks.


Unownshipper (talk) 03:56, August 14, 2016 (UTC)


Returning to the subject, I relieved to hear that you didn't mean "split" as in divide by tabbers the way the Factory and Housewares articles are. I've not been shy about my feelings that tabbers are unattractive, though necessary for those two pages, and that I'd prefer to see them used very sparingly.
I agree with you that level pages work best when they serve more as a history and directory page. The Fontaine's Department Store had serious over-detail/length problems until the department-specific pages were created. We just need someone (or two) to dedicate themselves to creating and detailing pages like the Frank Fontaine Plasmid Spectacular, the Boardroom, the Subject Pacification Chamber, etc. Only after those core ones are done, should we streamline the already-there pages.
Comstock House is a little more difficult situation. Unlike Subject Delta, Booker DeWitt doesn't linger for very long in any of the rooms in Comstock House. Besides noting where certain ammunition, Tears, and Voxophones are and maybe describing the scant furnishings, how do we make the pages not seem like Stubs? It's not like he's encountering a variety of enemies; until Booker returns to 1912, it's all Boys of Silence and Lunatics. The Warden's Office and Operating Theatre are obvious exceptions, but what about the else? The only way I see it being worthwhile is if we divide it "Comstock House Floor 1," "Comstock House Floor 2," and "Comstock House Floor 3," but no other article on the site is like that. Thoughts?


Unownshipper (talk) 03:20, August 18, 2016 (UTC)

BioShock 1 UI/HUD texturesEdit

Hey there, I was wondering if by any chance you had extracted the user interface/HUD textures for the first BioShock game. I'd like to check for one specific icon and crop out the appearance of the Accu-Vox machine when playing an audio diary. Pauolo (talk) 12:02, August 27, 2016 (UTC)

Thanks a lot. Just to say, I don't plan on extracting those icons, I just wanted to check one in particular. That said, do you know if NinjaRipper works with the game Dishonored? I've been looking for some of the HUD icons that can't be found using model. I just tried using NinjaRipper myself but pressing the key assigned to rip textures do nothing. Pauolo (talk) 21:57, August 30, 2016 (UTC)
Nevermind that last question, I found what wasn't working. Pauolo (talk) 22:08, August 30, 2016 (UTC)

Request Edit

Radar Range Advertisement

Hello UpgradeTech, not long a go I uploaded an advertisement for the Radar Range which was a cut out from an image on this wiki. It was understandably labeled as low quality and I'd like to only contribute good to the community. I've noted that you have been able to extract the texture files from Burial at Sea and I'm wondering if you could possibly replace the image I uploaded with the actual texture file? I'd be very thankful!


Happy thoughts --JollyHarriet (talk) 21:32, December 22, 2016 (UTC)

Done. UpgradeTech (talk) 05:48, January 3, 2017 (UTC)


Thank you! I really appreciate this!

--JollyHarriet (talk) 15:26, January 3, 2017 (UTC)


Neon Sign Businesses Edit

Happy Holidays and congratulations on all the successful work you've done finding images, creating new articles, and slowly but surely eliminating the number of references needed on the Rapture Businesses article.

Regarding recent edits to these businesses, I've been noticing a repeated line appearing in most of these pages. In general it says advertisements can "be seen on buildings during Jack's descent into the city via Bathysphere. Later on, in Apollo Square, the same marquee can be seen in the transit tunnel to Hestia Chambers."

This line (or pretty much the same wording) is seen on the Top Coat, Vine Ripe, Anton, Spenser, and business articles. The problem is I don't believe any of these businesses are seen in the transit tunnel or any other section of Hestia Chambers. My question is did you copy and paste this line onto these pages, or did you actually see signs for these businesses there and I just missed it? I don't mind either way, but I just want to make sure.


Unownshipper (talk) 06:05, December 25, 2016 (UTC)

Thank you for that very detailed response. Not only is it fascinating information, the fact that it's written out here on the site will help others who might have questions too.
I'm very glad to hear they were copy pasted, with that in mind I (or others) can go through on the hunt to find out where exactly these signs are seen. The fact that certain signs always appear together is very interesting, but upon reflection makes a lot of sense; especially with that "TimesSquare" moniker. All that neon, packed together certainly does evoke the famous New York landmark or any bustling city.
I had noticed the clipping issues, but I'll excuse them as not only were the designers under pressure, these signs account for very small details that, while lovely, are only visible for very brief moments to the average player. I think you should go ahead and add the "Tickets" sign, same with AVA. It may not be worthy of its own article, but we'll find a place for it somewhere (maybe as decoration on the Rapture Businesses page); besides, I like to be thorough.
What do you mean by "the following signs are not actually used in the model files: Lost & Found, Mo's Diner, Roark, Monadnock, D. Francon, Capt. Nemo, Spenser, Top Coat, Manor Reserve, Kitty's Place, A Mart?" Does that mean they're not present in the maps, there's code for them but no actual model, something else? I'm sorry I'm so inept with this process.
We should simply make a note about the business sign's presence on the skybox rather than count it as an official appearance; maybe as a "Behind the Scenes" note. The file group name, signsA2, signsB, signsB2, are also great BTS info. Thanks for uncovering all this.


Unownshipper (talk) 04:32, January 4, 2017 (UTC)

Business Clean Up Edit

I saw your edit on the Talk:Donny page. While connected by a theme of "the need for better citation," these are separate issues, and that discussion was already beginning to veer off from the original topic of "Donny's Age." But you're absolutely right, now's as good a time as any to to address the Rapture Businesses article.

I was actually a little disheartened to hear you list the Business page as one that still suffers from lack of citation. I was truly hoping that the "CleanUp" template you attached back in November of 2014 could be removed. Thanks to your efforts and those of others we've found images for a slew of businesses and created individual articles for enterprises that would've previously been considered too minor/insignificant to deserve one. Of those, most list where they are located or at the very least where Jack sees advertisements displayed for them. Others lack a complete article, but have reference citations attached to them.

I guess my real question is what else should/can be done? The couple dozen businesses that still lack a full page or a proper citation are in that state because we very simply haven't come across them. Those businesses were probably added by casual visitors to the site not someone dedicated to the Wiki like you, myself, Shacob, Mainframe98, Solarmech, etc, but I'm willing to believe they actually exist. The hard part is finding them. I think deleting them from the page would be counterproductive because then we won't be on the lookout for them.

I'm certainly not criticizing, I just want your input on what else ought to be done.


Unownshipper (talk) 00:38, March 2, 2017 (UTC)

UpgradeTech my friend, you're preaching to the choir. We all dearly wish that proper citation was given with the original posting of these businesses (shoulda, coulda, woulda), but the past is the past, and we can't change the actions of the original posters.
Before we proceed to throw the baby out with the bathwater, I think this issue requires just a little more action. After a quick search at the Rapture Archives site (http://www.rapturearchives.org/php/gallery.php) I've found images for three of the businesses you mentioned (Nini Lyon's Doll Babies, Greenfields Inflatable Children's Toys, and Haas Classy Clothes); I'm guessing that's what you meant by a third party Google search, right? Admittedly, I haven't been putting effort into finding information on those leftover uncited businesses as I've been dealing with my own pet project. However, this call to action was just what was needed to go searching. I think we just need to reinvigorate our fellow contributors here with one more project: get people to scour the games (each of us taking on a specific level) and really look (in the shadows, on the walls, out the windows, etc.) to see if we can find evidence of those businesses. With that sort of singular mission, I think we could put the issue to bed.
Now you also mentioned that you think the organization needs work, do you have any new thoughts on that?
As for the other thing, "Predefined Vigors" sounds perfectly fine.
Unownshipper (talk) 06:52, March 6, 2017 (UTC)
To Solarmech, proceed with making one page now, and if we decide that separate pages are required later, we'll attend to that then; it's always easier to add a page than take one away.
To UpgradeTech, the length doesn't bother me personally as there's nothing simple about a list of the businesses currently or previously owned by the citizens of Rapture (there's a LOT of them). I see the Rapture Businesses page as a consolidation of all businesses for BioShock, BioShock 2, and the Burial at Sea (DLC), a jumping off point where a site visitor can find more info on particular enterprises. Because of that, I don't see the purpose of a separate Surface Businesses article; who would come across it/what's the point of making visitors take the extra step of going to another page? Would it make a difference if we moved Surface Businesses to the bottom of the article?
Something I can totally get behind is removing the "Significant Businesses" section as that's pretty subjective. Though now that I think of it, if we were to do that, where would we list stuff like Circus of Values, Securis, and Apollo Airways?
I suppose the "Owned by Significant People" one could maybe be removed, but again I view the page as a place to list ALL businesses. If products/businesses like Sinclair Solutions Cosmetics, Lamb's Therapy office, Ryan Brewing Company, or Fontaine Court aren't listed under a section of specific people, then where on the article would they be listed? It's fine (and most certainly necessary) to list them on the character's page or under an article like Ryan Industries, but what about here?
I find the Template:LevelsSubsection to be useful when you're already on the business' article and it helps keep lesser business or unexplorable ones like Finley or Pomegranate alive in the minds of players, but I never expected it to be a replacement for the "Businesses By Location" section. Trying to find a business by the Category:Rapture Businesses is fine if you like them listed by name, but if you're trying to find one based on anything other than alphabetical order then it's pretty ineffective. I find using the Businesses by Location section more useful especially if you don't know the name off the top of your head.
I'm not sure I get your meaning of how "the main page can be used to sort by canon vs. semi-canon/concept art" and then be subdivided. Arranging businesses by category might be useful and bears consideration (what would the categories be?), but would that make the article any less long?
As for the deadline, that would've been great back when this started, but no one's really adding businesses that aren't certified anymore. As for the ones currently there but not certified, I'd be fine with the deletion deadline only if we proceeded with that project I mentioned above and seriously tried to get people involved.


Unownshipper (talk) 23:42, March 9, 2017 (UTC)


Hearing you explain it, I'm beginning to like the idea of a by-category-phone-directory style arrangement, though I wonder if some of the businesses might still end up being placed under multiple sections. Would you consider testing out this arrangement on your profile (in place of the now-out-of-date one that's currently there)? I imagine this might take multiple edits to complete and it'd be great if we could see how it looks and then replace it.
I'm not sure about 3 "For businesses sorted..." redirects, it doesn't sound like it'll look good, but we'll cross that bridge when we come to it.


Unownshipper (talk) 03:17, March 17, 2017 (UTC)

your edit Edit

if What I added is not on the credits, then this is what I say to the producers who don't believe me(I am referring to Ken Levine and his Yankees): "They are all morons. It's obvious that I'm right, but they're too stupid to realize it. for an american who makes at his life's work, hiring people too STUPID to find employment elsewhere, Ken Levine is terrible at realizing the truth. Am I the only one who knows that Harry McCarthy actually performed it?! a few other youtubers agree with me! (sorry for the rashness.)

your edit Edit

and Troy Baker should've stuck to playing Espio the Chameleon!

potential addition Edit

supposedly there was cut music from bioshock 2. you'll find the links on unownshipper's talk page. since you seem to be good with coding, could you please check the game's files to see if they're legit. it would also be helpful if you did the same for looking into bioshock inifnite's files to find cut music from that game



Godzillafan4ever (talk) 00:30, March 18, 2018 (UTC)

I could add them and make that clear. would that work?Godzillafan4ever (talk) 09:48, March 18, 2018 (UTC)

Paris Models Edit

I can't stress enough how much I appreciate the models you have provided. It is truly a joy for me to see them being uploaded. I've noted that some of the models you have uploaded are not seen in-game. Or I'm fairly certain that they aren't, or I've missed them. The models I'm talking about are these: #1, #2, #3, #4. I can't find the model for the La Poche du Temps menu in Paris, but I have found the menu in the Storage Area of the Manta Ray Lounge. I've also noted that the silhouette photos of Comstock, Fink and two of the Columbia silhouettes are not featured in the game. If this is the case, then shouldn't they be moved to behind the scenes or a removed models gallery? As there are quite a lot of models in Paris I also think it is great that unused models are uploaded, as I find the removed content very interesting.

Keep up the good work!


--Shacob (talk) 21:58, May 9, 2018 (UTC)

I'm thinking that the poster/sign models were unused because there isn't much alteration from the posters that inspired them, some are even mostly identical and I think that there could be some copyright issues. It could also explain why "Compagnie Francaise Des Chocolats Et Des Thes" is xed on this image, as it is nearly identical to the original poster, plus it is not seen as an actual poster model and it only appears on the Morris columns.


The page will become even larger as it not close to being finished. There is an almost overwhelming amount of detail in Paris, probably the most detailed level in any BioShock game (I'm not complaining though). There are still many businesses that need to be documented and not to speak of the scripted events... I'm not sure if splitting is the right answer, as I don't know how we would name the pages. If you have any ideas then let me know. Maybe we should make a separate gallery for cut content.

The lighthouse cards should be noted.

Very interesting note about Market Street. There might be even more similarities between the two levels!


--Shacob (talk) 14:32, May 11, 2018 (UTC)

Hi again, I think I've come up with the perfect location sign for Market Street, or the best we can get: The Andrew Ryan mural (No Gods - No Kings - Only Man) seen outside Booker's office on Market Street. It is location specific after all. Another possibility could be the art deco floor decoration of Rapture with an R in the middle (by the Rapture Tribune kiosk, under the woman with a baby carriage). It is also location specific as far as I can tell.


--Shacob (talk) 19:33, July 3, 2018 (UTC)

Good eye! It is a little unfortunate that it isn't unique to Market Street, as I really wanted the area to have it's own "logo" and I actually like it a lot. While they sure didn't make it easy to spot and it really is in the background, it isn't unique to Market Street, as you said. Thus I don't think it should be the logo for the street. However, we have the Andrew Ryan mural which is unique to the area. Personally I don't think it is as good as the Art Deco floor pannel, but it fits the purpose (don't get me wrong, they both look great but I think the floor panel is better for the subject). We could move the floor panel to the main text of the Rapture page. What do you think?

I've looked at High Street for a model that could be used as an area logo and really the only thing I've found is the Rapture sculture, but I'm not sure how it would look as a 2D model.

While I'm at it, I noted that there are several unused models in the "Random Findings" section Talk:BioShock Infinite Removed Content. It states that the Lincoln mask is found in the game files of Burial at Sea Ep 1, which I find strange. Wouldn't it make sense that it would be found in the main game's files?

--Shacob (talk) 12:21, May 10, 2020 (UTC)


Thanks to you and Solarmech for explaining! It makes more sense now.

That thread is a goldmine of cut content and should be added to the wiki. I did not know it existed and it was very interesting to go through. It becomes more and more clear to me that there is still a lot we haven't covered and how there actually are several games worth of cut content, as the developers stated. How much of it is still in the game files, I do not know.

Hall of Heroes is long overdue. The main page is alright, but there is more info to be added. The exhibits, as well as the gift shop, have more than enough content to have their own pages. The First Lady Memorial could also use an update. Another page that also needs an expansion is Fontaine Fisheries, which is quite a stub for being such an important part of the lore. I had plans on expanding the page before the Switch release as there will be more traffic on the page and that is probably a page they will visit, but I got really into the cut content page and work takes up most of my time. There are many pages that need a good expansion, so it can get a bit overwhelming at times.

--Shacob (talk) 23:40, May 11, 2020 (UTC)

Adonis Location Template ImageEdit

Adonis Luxury Resort Sign

New.

Adonis Luxury Resort Logo

Old

Hey man, hope you're well. Great job working with Shacob on Plasmid Therapies, that page came out great.

I noticed the Adonis Luxury Resort location template looked a little vacant and I tried swapping the image out with another one. The old one was very square shaped, while the new one is rectangular and leaves less empty space. I wanted to see what you thought of the edit, I should've checked with you before I swapped them. So what do you think?


Unownshipper (talk) 02:30, May 30, 2018 (UTC)

I had forgotten about making that sign. Looks fine. UpgradeTech (talk) 02:39, May 30, 2018 (UTC)

Template Information on recent uploaded picsEdit

I added the basic template to the two images you uploaded, but I have no idea on where you got them or what the licensing is for them. You need to add those as they should be on them. Thanks. sm--Solarmech (talk) 13:04, October 10, 2018 (UTC)

Font Request Edit

Hi, Unownshipper and I are taking on a Splicer infobox-project and we could use your help. We plan to replicate Jerri Blank's Splicer collage images he did for BioShock, for BioShock 2. Here's an example: File:MeetLadySmith.jpg. However, we don't know the font name in the image and I was wondering if you might know, as you have a skill in finding these fonts as well as image inspirations for the games.


--Shacob (talk) 19:28, October 24, 2018 (UTC)

Statue Models Edit

I was wondering if anyone could extract the statue models pictured here: 

https://imgur.com/a/78zp3yo

First statue on the Kashmir is from Burial at Sea Ep. 1

Second statue is from the first Bioshock at the beginning

If anyone could help, that'd be great. Thanks!

SubjectDelta378 (talk) 00:01, March 11, 2019 (UTC)SubjectDelta378

I have uploaded them. The Kashmir statues are interesting since they appear to use the globe texture as the skin texture. Presently, I only have the model files for the other statue from the original Bioshock. I have not yet extracted the Remastered version which appears to have more detail around the hands. Compare with this File:Bio_Lighthouse_Descent_Statue.jpg UpgradeTech (talk) 08:47, March 12, 2019 (UTC)
I'm a bit new and I can't seem to find where you uploaded the models. Sorry. SubjectDelta378 (talk) 23:23, March 12, 2019 (UTC)SubjectDelta378
They are located in the recently uploaded images under Explore > Images aka https://bioshock.fandom.com/wiki/Special:Images or you can look on the The Lighthouse and Kashmir Restaurant pages. UpgradeTech (talk) 00:53, March 13, 2019 (UTC)
Thanks mate. SubjectDelta378 (talk) 01:08, March 13, 2019 (UTC)SubjectDelta378

And one last thing, is there a light image similar to these that's transparent: https://imgur.com/a/ZSz7pzB?

Thanks!

SubjectDelta378 (talk) 03:42, March 14, 2019 (UTC)SubjectDelta378

I believe the building lights are not modeled, but are generated directly from the flat texture files since they are only meant to be viewed from far away. These are from Rapture_Vista and Vista_Rapture. https://imgur.com/a/72CiYVT UpgradeTech (talk) 20:06, March 14, 2019 (UTC)


Got it, thanks. SubjectDelta378 (talk) 22:24, March 14, 2019 (UTC)SubjectDelta378

Another Kashmir Object?Edit

On a lark I did a search for "Kashmir" in the texture files. Found files with the name "Kashmir_CenterPillar..." in both DLCB and CLCC (Episodes 1 and 2). Really can't make heads or tails out of what they are supposed to be though (wings?). Just a FYI. sm --Solarmech (talk) 14:49, March 12, 2019 (UTC)

  • DUH!(Smacks head on desk) No joy in any mentions of the Kashmir dialogue files. If I had seen any kind of reference, I would have made note of it. I recall hearing someplace Comstock and Elizabeth were to be in the Kashmir in Burial at Sea - Episode 1 and were there when the bombs went off. But I can't recall the source. I suspect that going to see Sander Cohen replaced going to the Kashmir. Comstock and Elizabeth would have been able to slip in Fontaine's Department Store in all the confusion caused by the start of the war. sm --Solarmech (talk) 18:51, March 12, 2019 (UTC)

The Lighthouse Edits Edit

Hey, hope you're doing well. A while back you suggested that The Lighthouse page should be split. Your recent addition of all the lighthouse level model renders has reminded me of your recommendation, and I've made an effort to develop the sections that were of concern to you. I'm still working to add more detail, but my hope is that we can finally remove the "Split" template.

Additionally, I've of course noticed you added the "All good things of this Earth flow into the City" neon lights and docking rings models as well. I'm impressed how you were able to position and stack them onto each other, and I see what you were going for by having them appear one after the other section by section. However, I'm concerned that these assets take up a lot of retail space on the article, space that might be better utilized by the In-Game images.

1-00-E-02

Something similar to this for Option 1.

So I'd like to propose two options: 1. reposition the rings and lights so that they all lie on top of each other forming a single image of concentric, increasingly smaller semicircles like how they appear in game. Option 2, reposition them to be left aligned and resize them to the 185px size similar to the marquee images on other pages. If we opt for the first choice, we can easily fit the image under the Design or Descent sections. For the second, we can position them evenly throughout the article similar to how they are now, but with the benefit of freeing up room for other images. With either choice, I'd like your assistance as this involves semi-complex code and I don't want to mess up your work. Please let me know your thoughts.


Unownshipper (talk) 18:13, March 18, 2019 (UTC)

Thanks for putting together the mock up on my Talk, it was extremely useful in helping me make the current version that appears on the article. Thank you for clarifying your point, it's been a while since we discussed this, so the reminder was needed. So what do you think of the layout of the Lighthouse page as it stands currently? Does it seem less jumbled, more logically organized?
We can of course continue to make changes to the article like adding the transcript of Ryan's intro video back onto the page (it wouldn't be hard). The only reason I'm hesitant to separate this into a Lighthouse (BioShock Level) and a Lighthouse (Rapture Building) page is because I don't know what else we'd add. If there was more documented information, we could add a History section, but as it is the only concrete thing we have is a (more than likely exaggerated) account of how Ryan picked the location for the Lighthouse from the single Rapture Memorial Museum diorama. No one references it in audio diaries or talks about it in conversation, so we don't know what the immigration procedure was in Rapture (prearranged, individually chartered boat trips to the lighthouse, a few large migrations with a line of people who descended in groups, etc.) and we don't know the specifics of its construction.
Additionally, it just doesn't play the crucial role to the story of Rapture that Fontaine Futuristics does. The company was at the center of ADAM production and Ryan's nationalization after Fontaine's "death" was the final straw what turned the society into divided factions. Contrariwise, the lighthouse was simply the doorway, but nothing else; sure, it's a showstopper moment for BioShock the game but it just didn't play a role in the lives of the citizens after their first day of arrival like FF did. We know there were pickets and protests at the Bathysphere Station but that was because citizens wanted to leave the city permanently, not visit the Lighthouse.
Furthermore, I'm afraid I just don't see how we can expand either the crash site or the descent into anything larger than what I've already written, but I'll let you be the judge of that. Since the initial discussion for the Split began, the neon sign businesses that are seen at the arrival have been more properly cataloged, expanded, and united together under Descent heading of the Welcome to Rapture Locations and Businesses Template, so what does that leave us with?
I've never heard of instances of multiple lighthouses around Rapture. If memory serves, there certainly were multiple lighthouses entries for Columbia around the US as the city flew around the country and of course the Sea of Doors was composed of an endless number of trans-dimensional lighthouses, but as for the entryway to Rapture I think there's only ever been the one. If this is something that's from BioShock: Rapture (Novel) we can add a section for it on the article. As an unrelated side note, I find the idea of using the Lighthouse (or a series of lighthouse) as some sort of air supply vent for the city moronic and directly contradicts what we see in the game and the necessity of Arcadia, but I've talked enough about my distaste for the novel so I won't bore you with it further.


Unownshipper (talk) 17:46, March 19, 2019 (UTC)
While we don't know how people immigrated to Rapture, we can make a few reasonable logical deductions. The biggest one being that only a small portion of Rapture's population came through the Lighthouse. Why? A single sphere it's not nearly big enough to bring many people in at a time and Raptures population was in the tens of thousands of people. Of course I can't prove it and frankly Rapture's whole transportation network makes ZERO sense. sm --Solarmech (talk) 19:07, March 19, 2019 (UTC)
We'll discuss more on that later and in a separate location, but (for the sake of argument) if it were the case, then it'd further point to the diminished focus on the lighthouse. Still, different discussion.


Unownshipper (talk) 05:26, March 20, 2019 (UTC)
Naw, that was just a off topic rant. We don't have any proof and it would be speculation . Not worth a discussion anyplace. sm --Solarmech (talk) 10:52, March 20, 2019 (UTC)

Columbia Images Edit

So does anyone have the images of Columbia from Bioshock Infinite? I'm talking about the one's in the beginning that aren't esentially models but images. If anyone has them, thanks. Can't seem to find them in the game files.

SubjectDelta378 (talk) 23:50, May 17, 2019 (UTC)SubjectDelta378

I'm not entirely sure what you are referring to. Do you have a screenshot and an exact location of what you are looking for? Are you talking about the skybox? UpgradeTech (talk) 22:39, May 19, 2019 (UTC)
Here: https://imgur.com/a/IBoIgnd
Sorta like the ones in Finkton
SubjectDelta378 (talk) 03:48, May 20, 2019 (UTC)SubjectDelta378
Oh, those are found in the LOD_Distance_Card folder. LOD stands for "level of detail" which mostly applies to low poly things seen far away. There are quite a few faraway city details in the folder, but the one in the image looks like repeating versions of tc_vista_far_distance_card_01_DIFF.tga and tc_vista_far_distance_card_02_DIFF.tga TC stands for Town Center which is the level that's seen in the beginning of the game. UpgradeTech (talk) 06:00, May 20, 2019 (UTC)

Thanks for the help, however I can't seem to find the folder. Where would I locate it? SubjectDelta378 (talk) 21:37, May 20, 2019 (UTC)SubjectDelta378

If you are using umodel to extract the model files and textures, I just performed a batch export to export everything in the CookedPCConsole_FR folder. Infinite is a bit different from the previous games because there's a whole bunch of .xxx files instead of convenient level maps. I suppose it would be found in one of the .xxx files with the TWN or TC prefix, but I found the batch export to be faster though a lot on disk space. Here's what they are supposed to look like. https://imgur.com/a/FdpS8ay UpgradeTech (talk) 08:21, May 21, 2019 (UTC)
I really appreciate your help, really. But what if I want to extract other textures? I downloaded umodel and looked up how to extract them, but I can't seem to find an answer. If you could help, that would be amazing. Thanks. (Also, sorry for no spacing. Editing seems to be acting up.) SubjectDelta378 (talk) 02:04, May 22, 2019 (UTC)SubjectDelta378
It's been awhile and umodel was not terribly intuitive when I had to use command line. Though I believe it has gotten a lot easier with the newest version offering actual buttons and menus (GUI). First you need to find where your Bioshock Infinite files are on your computer.
If your copy of Infinite was from Steam, the path should look like this: C:\Program Files (x86)\Steam\steamapps\common\BioShock Infinite\XGame\CookedPCConsole_FR
Run umodel.exe and the menu will tell you to navigate to the game files via the path. For me, the Skeletal mesh, the Static mesh, and the Textures should be the only ones checked. These give the information for the model's actual shape (models that move like characters vs. static props) and the Textures. Everything else like Sounds can be extracted if you want, but not necessary for this. You will need a lot of hard drive space, the extracted Texture and model information for me took 30 GB. It will attempt to extract the entire folder or you can try to individually select files.
If you want to use command line, let me know. There should be a guide further up on this talk page way back in 2013. UpgradeTech (talk) 08:02, May 28, 2019 (UTC)
Do you know which folder the Rapture building models for Burial at Sea are? Also, for some reason, only the texture shows up. Not the model. SubjectDelta378 (talk) 05:06, June 21, 2019 (UTC)SubjectDelta378
The blue buildings from before? The textures are in Rapture_Vista and Vista_Rapture. Only Vista_Rapture has meshes for the buildings and they are very low-poly since they were meant to be seen from far away. These are Vista_Bldg_Cluster_A.pskx and Vista_Bldg_Single_B.pskx with the corresponding textures in the same folder. The Vista_Rapture folder should have three folders called Materials, Meshes, and Textures.
https://imgur.com/a/wQLSH62
If you used Riveal or umodel, you need to make sure you checked the Meshes option along with the Textures to extract both of them. There are also a couple of different Rapture buildings in RaptureSet_01. UpgradeTech (talk) 22:27, June 23, 2019 (UTC)

I've extracted the entire folder however I cannot seem to find the building models. I've tried searching for them but nothing came up. I don't know why. SubjectDelta378 (talk)SubjectDelta378

What files do you have in your file explorer? You should be extracting the folder in BioShock Infinite > DLC > DLCB > CookedPCConsole_FR
The DLCC folder is for Burial at Sea Ep. 2 and has similar buildings. UpgradeTech (talk) 04:14, September 23, 2019 (UTC)
Alright, I've found everything I needed, but how do I import them into blender? I keep trying but I can't seem to figure it out. Thanks. SubjectDelta378 (talk) 00:44, September 26, 2019 (UTC)
Are you using umodel or Riveal to extract? What are the filename extensions? Model files are .pskx and model files with skeletons for animations are .psk You will need to install an extension in blender to open them. This should help and you should be able to select .psk or .pskx files from the Import menu in blender. UpgradeTech (talk) 21:57, September 30, 2019 (UTC)
https://archive.blender.org/wiki/index.php/Extensions:2.5/Py/Scripts/Import-Export/Unreal_psk_psa/
I've downloaded it and Blender is saying I need to upgrade to 2.8x, even though I am on version 2.8. Any way to fix this? SubjectDelta378 (talk) 02:40, October 1, 2019 (UTC)
It's possible the script doesn't work on newer versions of Blender, I have Blender 2.74. You can download previous versions here. UpgradeTech (talk) 18:25, October 1, 2019 (UTC)
https://www.blender.org/download/previous-versions/
How would I get to Vista_Rapture? I can't seem to find it. Thanks. SubjectDelta378 (talk) 23:13, October 2, 2019 (UTC)
Are the file extensions for the DLCB and S_DEPT files .xxx and .tfc? Those are the compressed files. You still need to extract them using riveal or umodel. Ideally you can extract all the files in CookedPCConsole_FR. The extracted file folders start with Advert_Masks, Advertisements_Rapture, AI_melee_Weapon etc...
The completely extracted folder is almost 13 GB, the CookedPCConsole_FR folder is about 5 GB. If you do not have enough space, you can try extracting single .xxx files. I'm not exactly sure which ones would have Rapture_Vista since I did a batch export, though you can try the S_RAP_BookerStreet, S_RAP_BStreetVista, S_RAP_ConcourseVista, S_RAP_MainStreetVista. UpgradeTech (talk) 17:33, October 3, 2019 (UTC)

Still nothing. I've already extracted them and still I can't find anything like Advert_Masks or other files like that. I've even extracted all the files in CookedPCConsole_FR yet still nothing. What am I doing wrong? SubjectDelta378 (talk) 00:58, October 4, 2019 (UTC)

It looks like riveal now strips out the original folder names if they are not sound files. The gui version of umodel also extracts into the same folder as the umodel.exe and makes a new folder called UmodelExport, it removes the original folder names and lumps them into generic ones like Material3, SkeletalMesh 3 etc. They both still give skeleton meshes and textures, but you need to know the exact name.
Then you need to do the command line version as mentioned previously and do a full batch export with enough hard disk space. I have umodel 2017, but this should work with other versions as well. You will need administrator access on your Windows PC.
https://www.gildor.org/smf/index.php?topic=1099.0
Download the BatchExport.bat and put it in the same folder as umodel.exe. Right click on the .bat file and select edit. It will open notepad. "set compat" should be left blank for now. "set options=-export -uncook -groups" should be unchanged.
"set game_dir=" must be set to your directory where the CookedPCConsole_FR folder can be found. In my case, it is "C:\Program Files (x86)\Steam\steamapps\common\BioShock Infinite\DLC\DLCB\CookedPCConsole_FR", but yours will likely be different.
"set file_mask=" is " *.xxx "
"set out=" is the file location you want to save the files to. This can be a folder on your C: drive or an external flashdrive or something. My external hard disk was "H:\testing" and it saved to a folder called "testing".
When writing on the .bat file, do not use quotes! I am only using them for clarity. Save the .bat file. Double click on it and run it. The windows command prompt will start scrolling through the files and exporting them to the location you put in. It will take some time and hard disk space to go through it all, but you can see the folders being made and browse through them in the meantime.UpgradeTech (talk) 08:16, October 4, 2019 (UTC)
Alright, I've done all of that, however blender is still not opening it. I went to Vista_Rapture and clicked meshes, but it just appears blank. Not sure what to do. SubjectDelta378 (talk) 03:15, October 5, 2019 (UTC)
If you are just getting a building shape that's completely gray, it's a good start. You basically have to tell Blender to render the object. 3DSMax will help you do this automatically, but it's a paid software. This is a quick and dirty way to get textures to show up on objects.
When you first open blender and close the open window, press keypad 5 or select View -> View Persp/Ortho. This will change the camera from a distorted 3 point perspective to a more "normal" and less squished one. Also delete the default cube by right click - delete or deleting it from the scene menu.
At the top is the dropdown menu for Blender Render. Change it to read Cycles Render. At the bottom is the White Circle dropdown next to the Object Mode dropdown menu. Change the White Circle (Solid) to Material or Texture. This can be changed later on. I usually use Material.
Import the object. File > Import > Static Mesh (.pskx) For this example, find the Vista_Rapture folder > meshes > Vista_Bldg_Cluster_A.pskx
This one is rather large. Zoom out with the scroll wheel. Scroll click to rotate the object. You will notice that the building keeps clipping and showing missing parts. Press the N Key to bring up another panel. Find the Display dropdown on this panel. Check "Only Render", this will hide a number of extraneous things you may not want in photos like the little red, green, and blue axis marker and the base grid. Look further up the same panel to View menu and the Clip section. Change the End to 99999 or some high number to stop the building from clipping.
Something also helpful is to click on the object. Click on the Tools tab on the left. Click Shading as Smooth. Naturally the building doesn't have curves, but if the model has spheres or something, it can look angular and can be smoothed out.
By now you should have a white, untextured building-shaped object in the center of your screen. Scroll wheel to zoom in and out and scroll click and drag to rotate the building. On the right below the Scene menu with the building's name is a row of icons starting with a camera. Next to the triangle one is a checkered circle with alt text calling it Material. Click on it.
There should be a pskmat0. Click on it and press the minus sign next to it to delete it. Now click the + New. The Surface Menu should now show up. Find the Color section and click on the small circle next to the White Rectangle. This brings up another menu. Select Image Texture. Under Color: Image Texture click on Open. Navigate back to the Vista_Rapture folder. Open Textures. Select Vista_Bldg_Cluster_A_Diff.tga. Now you should have a colorfully textured building with windows.
You can experiment importing with other building .pskx. Choose import Skeleton Mesh .psk to find the human models like Elizabeth and Booker. You may have to search around for the correct texture tga, otherwise the crooked textures will tell you that you chose the wrong one. 3DSMax will do this automatically. Textures labeled diff or diffuse provide most of the color. Norm or normal maps are strangely colored, but give the illusion of extra depth without needing to use more polygons. Spec or Specular adds various forms of shininess or color. Mask will hide certain portions. These can be applied in blender, but the diffuse is the easiest way to show how a model is supposed to look. The buildings are meant to be low poly and low rez so they only have the diff and the norm textures, some only have diffs. There's other bits of minutae like the UV maps which will incorporate multiple textures on different parts of the objects, but these buildings do not have them.
If you want to take a quick screenshot, Crtl-Up Arrow will hide a lot of menus. You may have to press the N key to hide one of them and hover over the edge of the left panel to bring up the horizontal arrows that will allow you to move the panel out of the way. Press Crtl-Up arrow to bring everything back. UpgradeTech (talk) 05:23, October 7, 2019 (UTC)

Mrs. NormanEdit

Hi, I went on the Russian BioShock Wiki and noticed this image of Barbara Johnson. We know that she is named Mrs. Norman in the game files, so I'm wondering if this an actual image found in the said files or just a fan edit? It seems like the image could have been used in an early "character selection" menu?


--Shacob (talk) 06:48, January 15, 2020 (UTC)

Oh wow, you went all out, which I appreciate greatly! Thank you for helping me out with this!

Interesting about the cardboard cutouts. I recall cutouts of Barbara Johnson and Oscar Calraca in the art book, instead of these two seen in the same place in Point Prometheus.

--Shacob (talk) 18:36, January 15, 2020 (UTC)

THANK YOU!!! Edit

OMG THANK YOU FOR ALL THE MODELS!!! They look so amazing! When I added the Atlas poster to abthysphere deluxe I had no idea anyone would see it and my expectations were met and beywond! I have spent at at least half an hour just looking at the amazing models and the good details in them! Thank you Thank yoy Thank you!!!

Also, where did you find the yellow bathyspere, I don't think I have seen that color anywhere in-game. I know there are color variations that didn't make it thanks to chad kings portfolio: https://www.artstation.com/artwork/LAZnK and I wonder if this is one of them and if there might be even more colors that doidn't make it.


I'm very happy thanks to you!!!! Made my day!!!!


--JollyHarriet (talk) 16:25, April 16, 2020 (UTC)

To be honest, the bathyspheres can be any color. The texture files are actually completely gray with places marked out where panels can be colored in. I’m unable to find where the exact color values are stored though some of the materials .mat files are titled taupe, deepgreen, teal... I suspect it’s somehow set in the map itself. The dark lighting also make it difficult to find the true color based on screenshots.
The yellow color is based on the pamphlets scattered about. Though they also show an interesting two-tone with black and a propellor motor which is not present on the in-game models. Unfortunately, the image uploader is bugging out over the past week and taking forever to upload new images with new filenames. UpgradeTech (talk) 16:58, April 16, 2020 (UTC)


Hi, I also have to jump in and express my gratitude personally as well. I'm the one who added the "pictures needed" tags to the various pages you have added models to and you have excided my expectations! I'm truly grateful that you have added all theses amazing images, they look fantastic and I don't think they appear anywhere else on the web. I hope the work is not too much for you as there are a lot of them, but I want you to know that this is greatly appreciated, so thank you! If you need help with anything just ask.
Also I have to ask: How do you find the images that are used as inspiration for the various images. I'm well aware of the various poster inspirations you have found and I've seen the Imgur galleries you have made as well as the Kotaku article written about your work and I'm just positively baffled. I've found a few, but nowhere near as many as you have and mine has been purely by accident. This image that was used as a base for Elizabeth's Monument Tower photographs and this image used as inspiration for the Atlas poster can't have been easy to find and I can't imagine you just stumbling upon them, as you have found so many. So how do you do it? I've used Pinterest to find some, specifically the Audio Diary portraits and a few fruit label archive pages.
Btw, while I was retaking some of the Bathysphere DeLuxe screenshots, I think I found the Bathysphere motor. The Bathysphere in the mermaid display has a black motor that looks very similar to that one, although, it is black.
--Shacob (talk) 13:59, April 21, 2020 (UTC)
Thanks a lot for the tips! Thanks to you, I managed to find the picture that was used for one of the Cunningham Studios' photographs. You could clearly see traces of photoshop on the image so I used TinEye and bingo! There is no doubt in my mind that the majority of the Cunningham Studios photographs are made from real-world photos, most notably seen on the wedding and crowd photos.
It is really unfortunate that Elizabeth's bathysphere comments don't line up. You could argue that there are some minor differences that we don't see, like an updated motor or finer leather seats, but the bottom of the line is that they screwed up. Maybe someone missed a memo.
I went and looked again and it seems like that is indeed the same motor model, only black.
I agree that the EVE poster/Be the Envy of Rapture lady is taken from something. Based on her makeup and the colors and style used, I think it might originate from the 1920s, her look also reminds me a lot of the people from the film Metropolis.
Elizabeth skipping is also definitely from something. It seems like they used an image as a base and placed Liz over it to get the right pose. I think the background is the best source on finding the original.
While the vast majority of the Audio Diary Portrait inspirations have been mugshots, and like Solarmech said, we also have to look on plain portraits. As you probably know, Tenenbaum's is based on a photo of Geraldine Fitzgerald. I do think most are based mugshots, but unfortunately, they are not easy to spot. Most of BioShock's portraits have been heavily edited and some have received paint-overs. BioShock 2's are a lot easier to find as they were a lot more "liberal" with their poses and most of the people look... well... eccentric. The mugshot video is a very sad cause. I think the image that inspired Nina Carnegie was the thumbnail of that video and I'm not to this day 100% sure it was actually used for Nina. I do recall hearing in one of the IdleThumbs videos that Atlas' appearance is based on George Clooney, so I wonder if they used an actual photo of Clooney for it.
--Shacob (talk) 00:35, April 23, 2020 (UTC)

Suchong portrait from BaSEdit

I took a close look at the newspaper image. It's been fairly heavily photoshoped and probably woundn't match the original anymore in a image search. The hair is painted on (Original image probably had a lot more hair or none.) as is the wart above the left eye. Also his glasses aren't original either. Will try to clean it up and do a search later. sm --Solarmech (talk) 13:32, April 24, 2020 (UTC)

Suchong No Glasses
Ok, a "cleaned up" version of Suchong without glasses. I didn't try to change the hair. Did a quick search but didn't find anything. But maybe you will since you are a lot better at it. sm --Solarmech (talk) 10:09, April 25, 2020 (UTC)

Joe Mccarthy Edit

Wow, that is uncanny, down to the receding hairline and widow's peak. That is without a doubt meant to be Joe Mccarthy. With the flickering of Saltonstall's campaign button moments earlier, it makes sense even from a narrative perspective that it is part of the communist references, why else would they pick him. Do you think this enough proof to add this to the sections? I'd say yes. That is clearly him.

--Shacob (talk) 22:03, April 24, 2020 (UTC)

Who modeled the phonographs?Edit

Going through the old cut content thread on the Irrational forums and noticed you wanted to know who made the phonographs. You probably already found out, but just in case it was Paul Presley. There is other stuff on the site I will be adding to the wiki when I get a chance. sm

Screenshots of the Punch CardEdit

Notice on the BioShock Reddit that you wanted some screens of the "Theres Always A Lighthouse.com" punch card.

Theres Always A Lighthouse Close
Theres Always A Lighthouse Far

Hope they are want you want. sm --Solarmech (talk) 21:43, May 19, 2020 (UTC)

Thanks for that. Glad to see the site is getting a small signal boost from some gaming sites. Though there seems to be a lot of confusion as to whether this was a patch to the original 2010 game or only on the remastered version. I was trying to find a decent Let's Play video which actually had people looking under the table. The best I could do was a glimpse here and there, but it's definitely been in the game since 2017.
Finally got around to starting up the remastered versions again after giving up after all the crashes. Looks to be stable enough for now. UpgradeTech (talk) 03:48, May 20, 2020 (UTC)
We should watch the site on July 6 just in case something gets done that day. It "expiring" on the day that Columbia succeeded from the US in BSI is a strange. It's probably is just a coincidence but you never know. No idea why people would think that it's a patch to the 2010 version as I looked and the card isn't there. It's only in the remaster. sm --Solarmech (talk) 09:47, May 20, 2020 (UTC)

Ryan's Songbird Edit

Hey there, I wanted to ask how you determined that Ryan's Songbird was a single? Previously it's been referred to as an album of songs and in the E3 2006 tech demo Ken Levine states as much "...he had this woman, Anna Culpepper, killed, and you can see her on the poster over there, for making a-an album that mocked his music." Now as evidence you've mentioned on hte eponymous article that the record is a 78, could you explain what the significance of that is and how you determined that? Many thanks.


Unownshipper (talk) 13:58, July 13, 2020 (UTC)

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