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Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!

#1966 User is offline Andrew75 

Posted 06 June 2012 - 08:55 AM

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View PostAerosolSP, on 06 June 2012 - 08:48 AM, said:

Maybe a suggestion for our old Mobius Engine? That forum sure has been quiet lately ;)

Man,, all these failed community projects always get me down. Project S to Sonic 2 HD.
Mobius engine doesn't look to have a bright future if no one wants to work on it.
Although I think that the generation hacking is proving more of a community project than the others and it wasn't really even trying.
As it stands now there are no super organized sub forums or anything of that nature going on for generations hacking.
( perhaps it would be a good time to start something like that, especially with all the masive amounts of content we have here in this single thread.)
This post has been edited by Andrew75: 06 June 2012 - 09:01 AM

#1967 User is offline Dario FF 

Posted 06 June 2012 - 08:58 AM

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View PostLanzer, on 05 June 2012 - 11:58 PM, said:



Sweet custom enemy replacements!!

Oh you guys beat me to posting about it publicly, but I had something of that kind in the works as well. ;D I just need to add some normal maps and tweak the materials.


Just want to point out though, you DON'T NEED to replace an existing enemy's model everywhere on the game(like example the spinners there). You can make enemies that are level-dependent by creating a new entry in the EnemyArchiveTree(a new <Node>), and in the DefAppends down there for each stage, you can append your own(for example, <EnemySpinnerFlapper> instead of <EnemySpinner>). If you create your own archives then in bb2.cpk called #EnemySpinnerFlapper.ar.00 and EnemySpinnerFlapper.ar.00, CPKREDIR will hopefully pick up those entries, add them, and you can have flappers on just that stage, but spinners on the rest.

#1968 User is offline Candescence 

Posted 06 June 2012 - 09:02 AM

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View PostAndrew75, on 06 June 2012 - 08:55 AM, said:

View PostAerosolSP, on 06 June 2012 - 08:48 AM, said:

Maybe a suggestion for our old Mobius Engine? That forum sure has been quiet lately ;)

Man,, all these failed community projects always get me down. Project S to Sonic 2 HD.
Mobius engine doesn't look to have a bright future if no one wants to work on it.
Although I think that the generation hacking is proving more of a community project than the others and it wasn't really even trying.

The Mobius Engine forums are quiet because Gen is working on some very core stuff, mainly the build system - turns out he knows the guy who writes Linden Lab's autobuild system, and he'd be interested to see it used by other open source projects - the idea is, you can just run autobuild from the command line and it'll download and build everything you need automatically. Fascinating stuff. I imagine things will pick up once the other programmers are able to get started on working on things.

In any case, as I said, I'll post a topic there on discussing how the level design interface is going to work and stuff.

#1969 User is offline Andrew75 

Posted 06 June 2012 - 09:12 AM

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View PostCandescence, on 06 June 2012 - 09:02 AM, said:

View PostAndrew75, on 06 June 2012 - 08:55 AM, said:

View PostAerosolSP, on 06 June 2012 - 08:48 AM, said:

Maybe a suggestion for our old Mobius Engine? That forum sure has been quiet lately ;)

Man,, all these failed community projects always get me down. Project S to Sonic 2 HD.
Mobius engine doesn't look to have a bright future if no one wants to work on it.
Although I think that the generation hacking is proving more of a community project than the others and it wasn't really even trying.

The Mobius Engine forums are quiet because Gen is working on some very core stuff, mainly the build system - turns out he knows the guy who writes Linden Lab's autobuild system, and he'd be interested to see it used by other open source projects - the idea is, you can just run autobuild from the command line and it'll download and build everything you need automatically. Fascinating stuff. I imagine things will pick up once the other programmers are able to get started on working on things.

In any case, as I said, I'll post a topic there on discussing how the level design interface is going to work and stuff.

Thanks, Thats good to know !
Well I hope its going to work out. I worked with Gen back in 2006, hes a good guy and good at what he does.
I'm working on a few levels for Sonic CD HD remix in Sonic GDK, and Egg Engine.
hope I will be able to get them ported over to other engines. like the Generations hack and Mobius engine.
( however because of the nature of learning so many game engines, I may need someone to work with to get the levels in. ( so much learning overhead) lol.
This post has been edited by Andrew75: 06 June 2012 - 09:18 AM

#1970 User is offline Candescence 

Posted 06 June 2012 - 11:14 AM

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Thread made, better migrate this discussion over there. The issue of improving game development tools is fascinating, I think, and warrants plenty of discussion.

#1971 User is offline 1stKirbyever 

Posted 06 June 2012 - 12:40 PM

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Enjoy it or something. Odd level to import but yeah.

EDIT: I need to remove the blossom petals though. Didn't realize I forgot them.
This post has been edited by 1stKirbyever: 06 June 2012 - 12:49 PM

#1972 User is offline Lanzer 

Posted 06 June 2012 - 12:53 PM

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View PostDario FF, on 06 June 2012 - 08:58 AM, said:

Oh you guys beat me to posting about it publicly, but I had something of that kind in the works as well. ;D I just need to add some normal maps and tweak the materials.



Just want to point out though, you DON'T NEED to replace an existing enemy's model everywhere on the game(like example the spinners there). You can make enemies that are level-dependent by creating a new entry in the EnemyArchiveTree(a new <Node>), and in the DefAppends down there for each stage, you can append your own(for example, <EnemySpinnerFlapper> instead of <EnemySpinner>). If you create your own archives then in bb2.cpk called #EnemySpinnerFlapper.ar.00 and EnemySpinnerFlapper.ar.00, CPKREDIR will hopefully pick up those entries, add them, and you can have flappers on just that stage, but spinners on the rest.


Sawwry, I just saw it on the feed and jumped :(...

Wait wait wait whoa, if I'm reading this right, You can now make your own custom enemys and not just swap out 1 enemy for another but only for certain stages?!

Thats just soo fucking cool. now theres no reason for custom black arms aliens to be in Sky Troops except for the effort it will take.

#1973 User is offline Commando Beta 

Posted 06 June 2012 - 03:10 PM

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View PostDario FF, on 06 June 2012 - 08:58 AM, said:

View PostLanzer, on 05 June 2012 - 11:58 PM, said:



Sweet custom enemy replacements!!

Oh you guys beat me to posting about it publicly, but I had something of that kind in the works as well. ;D I just need to add some normal maps and tweak the materials.


Just want to point out though, you DON'T NEED to replace an existing enemy's model everywhere on the game(like example the spinners there). You can make enemies that are level-dependent by creating a new entry in the EnemyArchiveTree(a new <Node>), and in the DefAppends down there for each stage, you can append your own(for example, <EnemySpinnerFlapper> instead of <EnemySpinner>). If you create your own archives then in bb2.cpk called #EnemySpinnerFlapper.ar.00 and EnemySpinnerFlapper.ar.00, CPKREDIR will hopefully pick up those entries, add them, and you can have flappers on just that stage, but spinners on the rest.


Was this how those red Egg Fighters in an earlier version of Windmill Isle were made?
This post has been edited by Commando Beta: 06 June 2012 - 03:11 PM

#1974 User is offline Jason 

Posted 06 June 2012 - 03:52 PM

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I'm almost entirely certain that the red Egg Fighters were graphical glitches in Sonic Unleashed. Anyone disagree?

#1975 User is offline Falk 

Posted 06 June 2012 - 05:45 PM

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View PostAerosolSP, on 06 June 2012 - 08:24 AM, said:

If there's a set of assets out there, made for fans to use to get cracking on custom levels, then we're going to get a bunch of levels that look the same, because they're ALL going to use those assets.

I have nothing against the creation of these assets, but it's not going to help diversify and increase the overall quality of custom stages. I mean, if all the assets look good then the stages will, of course. But they'll all look the same...undermining the point of making those assets in the first place. The people that have the vision, determination, and skill to make a completely custom stage will do so without much use of pre-made content, and the rest of us will snap these assets together like lego blocks and have fun with it.


View PostCandescence, on 06 June 2012 - 08:21 AM, said:

Copy and paste is the basis of a great deal of 3D level design. The trick is to obscure that fact from the player in various ways. If your level LOOKS like a whole bunch of copypasta, you're not doing it right.
a

Absolutely. But what I'm saying is that most people don't have the skill to "do it right". So there'll be that one diamond in the rough that makes great use of these assets, and a million straws of hay that just cobble things together because they want to make a custom stage for Generations. Let me reiterate, I have no problem with this happening whatsoever. Unlike other assholes, I don't turn up my nose at "BlitzSonic stages". It's not like I'm paying for them. I'm just expressing my concern that the result of such an endeavor will undermine the endeavor itself.


Bringing it back to the 2D fangame analogy, tilesets are created based upon thematic ideas. The concept of assets applies to building upon a thematic idea, but where the work is too much for one person to handle, hence pieces are built by different people (*cough*sortalikeS2HD*cough*)

Just because someone's blue Labyrinth Zone tileset/spritesheet worked for a certain setting doesn't mean that it'd be copypasta'd all over the place, but at the same time those things are there to further reiterate upon to come up with even more new stuff. If applicable. I guess in a more practical example, if someone makes a couple of buildings in the style of Apotos/Grecian architecture, they're going to be good for that level, not for other settings (not with massive retexturing anyway).

And on the complete opposite extreme there's only really so many variations you can have on e.g. a palm tree model before more become pointless.
This post has been edited by Falk: 06 June 2012 - 05:47 PM

#1976 User is online Arctides 

Posted 06 June 2012 - 09:08 PM

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I don't know if I'm the first person to say this, and I certainly don't want to sound like an ass, but I'd be more interested to see completely original content in concern to the levels being created, rather than rehashes or ports of older levels. Not that the ports of SA2 levels thus far haven't looked amazing.

I'd just like to see levels that I haven't seen before.

#1977 User is offline Dario FF 

Posted 06 June 2012 - 09:14 PM

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View PostArctides, on 06 June 2012 - 09:08 PM, said:

I'd just like to see levels that I haven't seen before.


Then do them. Some initiative can go a long way. :v: That's what it really comes down to...

#1978 User is offline Lanzer 

Posted 06 June 2012 - 09:21 PM

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News on an upcoming update to JoeTE's Robo-Sonic skin mod:

View PostJoeTE, on 06 June 2012 - 04:16 PM, said:

Also, continuing from my last spoiler'd preview...

Spoiler



#1979 User is offline Travelsonic 

Posted 06 June 2012 - 09:27 PM

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Are there mirrors of this stuff anywhere? Of course with the megaupload fiasco nobody can really get anything that was on here. ~_~

#1980 User is offline Turbohog 

Posted 06 June 2012 - 09:43 PM

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I guess you're talking about the first post. I don't have the stuff from there, but it's not hard to get everything on the first post if you have the game...

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