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

#1066 User is offline Dario FF 

Posted 10 February 2012 - 11:53 AM

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View PostHitaxas, on 10 February 2012 - 10:57 AM, said:

Ouch, 16 FPS? What kind of machine are you running this on? I wouldn't mind it if shadows were removed to increase the framerate though, that is if it requires more than a decent graphics card and a dual core processor.

AMD Athlon x2 BE 2.7 GHZ, AMD Radeon HD 6870 1GB DDR 5, 2GB DDR2 RAM

They're not texture shadows, they're stencil shadows. Which is much heavier than if I was using a low-size shadow texture map(which I probably will later just to give it a smooth look). I was considering importing GIA instead but it's harder than it sounds... particularly with the current UV mapping problems. :X

Also, I'm not streaming the terrain in a radius like the game does so I'm mostly rendering useless junk around. But it's not a matter of RAM either, including objects RAM usage for that stage is around 400 mb. And yes, it's polygon heavy.

#1067 User is offline Lanzer 

Posted 10 February 2012 - 12:29 PM

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View PostMainMemory, on 09 February 2012 - 02:21 PM, said:

I guess I can just quit SADX hacking then. Nobody cares anyway.


Heyheyhey, whoa there we do care! were just caught up in all this new sonic game hacking atm, after all we haven't had a new sonic game come to PC for ages then SEGA floods us with their current titles all in a matter of 6 months.

I love the DX Hacking you guys have done. Please keep it up.

#1068 User is offline Twilightzoney 

Posted 10 February 2012 - 12:50 PM

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So here I was told that Spagonia would be a cluster to fix up to make collision. Then I found out how simple it actually is.

Posted Image

Just need boxy buildings. Just had to use an old importer from way back to import them in, and not as a single mesh.
This post has been edited by Twilightzoney: 10 February 2012 - 12:52 PM

#1069 User is offline Lanzer 

Posted 10 February 2012 - 02:08 PM

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Hey is it possible for the models in Free Riders to work in Generations? if so, it would be great to see model swaps or at least texture swaps.
This post has been edited by Lanzer: 11 February 2012 - 04:54 AM

#1070 User is offline Polygon Jim 

Posted 10 February 2012 - 02:16 PM

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View PostLanzer, on 10 February 2012 - 02:08 PM, said:

Hey is it possible for the model in Free Riders to work in Generations? if so, it would be great to see model swaps or at least texture swaps.



That is a stupid question and you should feel bad for asking it. Why in the fuck would a shitty cash-in Kinect game share engines with Unleashed/Generations; wouldn't you think someone would have mentioned this shit by now if they did?

#1071 User is offline Kharen 

Posted 10 February 2012 - 04:32 PM

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@MainMemory

Please don't quit SADX. I downloaded a copy to mess with modding it, I just want to finish my current project before I start. Right now I'm working on something to help learn C++, and I was kind of looking forward to trying to make something new out of Sonic Adventure.

@TwilightZoney

So, since Spagonia was in both Sonic Unleashed and Sonic Generations, does that make it any easier to port? I was thinking that since there's already a Rooftop Run level, it would give you more pre-made resources to work with so you didn't have to import and rework so much.

#1072 User is offline MainMemory 

Posted 10 February 2012 - 04:42 PM

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Guys I'm not quitting SADX hacking. I couldn't stop myself even if I wanted to. It's like a disease or a curse or something.

#1073 User is offline Dario FF 

Posted 10 February 2012 - 05:31 PM

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View PostKharen, on 10 February 2012 - 04:32 PM, said:

@MainMemory

Please don't quit SADX. I downloaded a copy to mess with modding it, I just want to finish my current project before I start. Right now I'm working on something to help learn C++, and I was kind of looking forward to trying to make something new out of Sonic Adventure.

@TwilightZoney

So, since Spagonia was in both Sonic Unleashed and Sonic Generations, does that make it any easier to port? I was thinking that since there's already a Rooftop Run level, it would give you more pre-made resources to work with so you didn't have to import and rework so much.

Importing level geometry barely needs any work to be honest, since the model formats are pretty similar between both games. It just needs a lot of reorganizing stuff around. It does make it easier to port that lots of the objects are already coded in the game for us to use. (Flying laser bots, barrel dropping scene, etc)
This post has been edited by Dario FF: 10 February 2012 - 05:31 PM

#1074 User is offline Chimera 

Posted 10 February 2012 - 05:33 PM

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View PostPolygon Jim, on 10 February 2012 - 02:16 PM, said:

View PostLanzer, on 10 February 2012 - 02:08 PM, said:

Hey is it possible for the model in Free Riders to work in Generations? if so, it would be great to see model swaps or at least texture swaps.



That is a stupid question and you should feel bad for asking it. Why in the fuck would a shitty cash-in Kinect game share engines with Unleashed/Generations; wouldn't you think someone would have mentioned this shit by now if they did?


This is the same thread that wants ports of Colors (understandable) and 06 levels into Generations. :specialed:

Though even if the engines were the same I doubt Free Rider's models would be compatible anyway... I mean, don't they have a bunch of properties and constraints to them to have the bodies animate accordingly to the input from the Kinect system?

Free Riders material is kinda crappy anyway sooo...

#1075 User is offline Glaber 

Posted 10 February 2012 - 08:06 PM

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Personally I'm intersted in seeing both Unleashed games day stages ported.
This post has been edited by Glaber: 10 February 2012 - 08:06 PM

#1076 User is offline StreakThunderstorm 

Posted 10 February 2012 - 08:51 PM

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View PostDario FF, on 09 February 2012 - 01:19 PM, said:

Agreed, nice to see yours has some thought into it. But I'm looking forward to anyone who does custom animations actually, which is possible at the moment.



I'm willing to help with custom anims.

#1077 User is offline Azu 

Posted 10 February 2012 - 11:43 PM

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I know the script is still being worked on, but I'm really not in porting levels. I'm more interested in importing the .terrain-model in 3ds max. I'm not too concerned with how slow it is. I wish you guys luck in your future projects though.
This post has been edited by Azu: 10 February 2012 - 11:44 PM

#1078 User is offline Lobotomy 

Posted 11 February 2012 - 12:31 AM

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View PostGlaber, on 10 February 2012 - 08:06 PM, said:

Personally I'm intersted in seeing both Unleashed games day stages ported.


Note that Unwiished probably doesn't use the same file formats as the X360/PS3 version, so it's probably either not possible or not a priority. Or both.

#1079 User is offline Ayu Tsukimiya 

Posted 11 February 2012 - 03:18 AM

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What's wrong with the lighting? The videos of Sonic in the Unleashed levels look like they have no sun/source of light. Have you guys found out where that stuff is, yet?

#1080 User is offline Lanzer 

Posted 11 February 2012 - 04:44 AM

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View PostPolygon Jim, on 10 February 2012 - 02:16 PM, said:

That is a stupid question and you should feel bad for asking it. Why in the fuck would a shitty cash-in Kinect game share engines with Unleashed/Generations; wouldn't you think someone would have mentioned this shit by now if they did?


Yes I can clearly see you hate the Riders series, I get it. But theres no reason to go off on me like I killed your dog or something. I suggested Free Riders because it was the only fucking Riders game that came out for the 360.

I just said if it was possible that the model formats share anything in common and maybe if it was possible to see if anything would work, Sonic Team likes to rehash resources even if its for 2 different sonic games.

Besides, I like the character designs in Riders. Sue me I like a shit series.
This post has been edited by Lanzer: 11 February 2012 - 05:03 AM

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