Kiddo Cabbusses, on 24 February 2015 - 02:39 AM, said:
Great release. :D
This is probably a bit out there in regard to requests, but will Saturn builds become available?
Of course, and that's What Jolly may be working on next !
Anyone try tweaking with the .def and .pcx files yet ? Share your thoughts and experiences.
Some other collision issues can be Kind of sort of fixed like the Waterfall and badnik collision push issue by replacing the Cubes with actors. When setting up a new actor in the def file just copy the ring actor code and paste it just below and give it a new name like Badnik and than load the badnik's texture on the new actor.
(Actors currently have no collision, so they don't get in Sonic's way when running around the levels. I was going to replace them before the release, but ehh the rings were the only real game breaker.
you'd also have to replace the pixels that represent the cubes in the .pcx map file with the newly created Actors threw the .pcx map file.
// This is the BADNIK Actor!
NEW_ACTOR_TYPE "Badnik_001" //Add your custom actor name.
Value 001,"SLICER" //Texture Name
Value 002,40960 //Scale Range:0 -> 65535
Value 007,1 //MainActordCount Range: 0 -> 15
***************BONUS TUTORIAL TIME! *************
In photoshop Load the Level_01.pcx
Now go to Image---> Mode ---> Color Table than save out the pallet as an .act file.
Next bring up the Swatches if already not set as a tab. by going to Window ---> Swatches.
Next load the .act file and replace current color swatches.
Find the rings pixel inside the .pcx file. (The rings color is # is 606098, this is so you know which one it is)
In the swatches pallet its the 10th row over from the left and 8th color row down.
The next color after the ring will be your next actor if you chose to set one up inside the .def file. ( and so on )
Circled is the rings actor Index color as seen placed in the map.
Now there is just 1 issue with replacing the badniks with actors in this map, The Badnik is produced by 4 pixels within the .pcx map 2 wide and 2 high.
you may have to tinker with the scale a bit to get something close, or divide up the actor texture into 4 segments and load the new textures in the .def file than apply to 4 actors.
Anyhow this is just to help some of you get started in any modding projects you may have planned.
Wish I had time to wright up full on and detailed tutorials on my adventures with the .def files. there are a lot of things that can be done!
Useful info from an older post
So yeah I've been looking threw a lot of the .def files in both Jolly's Leak and HXC's leak, I Found some comfortable parameters within both leaks. The HXC leak parameters however did not work out of box, since that engine used different coding attributes. I had to multiply or divide the parameters by even numbers. So with a marriage Between both types of parameters the results are very close to what was shown in the E3 video footage.
Things that were tweaked include :bounce effect, air drag, run friction, jump up and down gravities, and a few more.) ( Sure its not 100% authentic but , at least its more comfortable to play than lets say jumping half way up a level with single bounce, or floating down to the ground slowly for 30 seconds. or having the camera right up in Sonic's face. ( for you guys who want something untouched, I think that it may be best to release 2 level packs separately so you can have something to play and something in original state.)
Now, onto the rings and objects news. Many of the levels are using Actual cubes with odd cube collisions for rings and other props like badniks. These can be passed threw from the back to the front, but they have a force that pushes sonic making levels virtually not at all very fun to play threw)
What Jolly has asked and that I've already started was to take Actors (like the rings actor) as found in older .defs and get them moved over to the newer .defs that lack the Actor section.
Thank God that the engine can still load up the actors ( although some broken)
First we need to tell the .def to load textures, than the pallet, than after the Cube section definition area, we need to add the new ring definition code.
Inside the Actor's parameters we can tell It do the following:
Bubble, FollowEdge, Follower, PingPong, Static, or leave it blank and the actor will have no collision.
Some of these seem broken at the moment, Follower and static seem to be reversed actions, and bubble does not work,
The real follower has an interesting action ,( I can not reveal that at the moment, You all will have to wait for future videos)
I've also made a small chart that tells us which color to use for the .pcx layout image maps when drawing Cubes and Actors. The engine uses the index of the color to lay out the objects and not the color itself.
(color is only important for the artist's to use it as a visual when designing layouts. What I mean is for example we could change the color of the index chart in Photoshop and the engine wouldn't give a shit another words)
C starts the cube actors and A starts the Actors pallet index color.
Please note since this image has been screen captured , its color attributes are not the same as a real indexed color and can not be used when editing a real .pcx map file. ( yes I learned the hard way)
This post has been edited by Andrew75: 24 February 2015 - 10:27 AM