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

#1486 User is offline Falk 

Posted 07 April 2012 - 04:44 PM

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View PostKuroBit, on 07 April 2012 - 04:02 PM, said:

Emerald Coast!? I just flipped when I saw that :v:

Completely random question, is that drifting bug still present from Unleashed that makes you speed up like crazy when you remove Generation's override XML file?


This is actually a VERY interesting question and should have been asked right off the bat :V

edit: it's not a bug, it's a feature etc.
This post has been edited by Falk: 07 April 2012 - 04:54 PM

#1487 User is offline DustArma 

Posted 08 April 2012 - 10:04 AM

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View PostFalk, on 07 April 2012 - 04:44 PM, said:

View PostKuroBit, on 07 April 2012 - 04:02 PM, said:

Emerald Coast!? I just flipped when I saw that :v:

Completely random question, is that drifting bug still present from Unleashed that makes you speed up like crazy when you remove Generation's override XML file?


This is actually a VERY interesting question and should have been asked right off the bat :V

edit: it's not a bug, it's a feature etc.


It's not, neither is QSS.

#1488 User is offline Twilightzoney 

Posted 09 April 2012 - 02:58 AM

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Well I finally tried at porting. Took me all day to figure it out how to do it right. Apparently I should have tried another stage, since Planet Wisp doesn't like any other type crap going over it, but the rest is just perfectly fine though!

Posted Image

Anything that was over 70k crashes due to some difficulties, hopefully that will be remedied later on. I just wanted to test out how badly things would look without proper stuff. And its pretty nasty in some places with the light field.

#1489 User is offline LesbianPonyArmageddon 

Posted 09 April 2012 - 03:58 AM

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Is that a Super Mario Sunshine level? It looks familiar.

#1490 User is offline Yarharhar 

Posted 09 April 2012 - 04:10 AM

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It is, it's Isle Delfino.

He has a video of it on his youtube page, but the link is in his signature and super small (I think)

This is his youtube page w/ the video of the level

#1491 User is offline Covarr 

Posted 09 April 2012 - 09:05 AM

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Whoa, those proportions are zany. There's nothing like Sonic struggling to slide his way through a door because everything is too small.

#1492 User is offline Arique 

Posted 09 April 2012 - 02:21 PM

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Wow, I didn't think that was actually possible! Now I want to see if someone can port any Crash Bandicoot levels into this! :v:

All joking aside, that's a pretty damn good job! I can't wait to see other video game levels ported into Sonic Generations!

#1493 User is offline GagaMan 

Posted 09 April 2012 - 02:25 PM

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How about levels from racing games like F-Zero GX or Daytona USA? Would be quite neat if that could be done with a level full of motobugs racing about ala Asteroid Coast hahaha.

#1494 User is online Dario FF 

Posted 12 April 2012 - 12:24 AM

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So here's a new update video as promised for the progress we got done so far. This time encoded at 1080p and played by your fellow beloved member TwilightZoney.


Screenshots:
Spoiler


Summary of new features:
  • Converted model vertex format globally to Generations data type(this took lots of research)
  • With model fixing came shadow and lighting fixing as well, plus most materials showing up fine now.
  • Breakable Objects also converted properly plus with their physics files ported over(thanks to some handy automatization I did)
  • Material fixing is still on progress but going good


The remaining 2 levels weren't shown because they look too ugly at the moment without the full vertex data of the unleashed stages properly reverse engineered yet. The most important details that are missing at the moment are normals(they're autogenerated on our versions for now, so that's why "smoothing groups" might look weird), and vertex coloring. This should be somewhere in the original data and I aim to port it even more accurately later.

So our project goals are shifting a bit at the moment because news have reached my ears that someone is indeed cracking the Havok 360 binary format and endian-swapping it to the PC version. This might mean we won't even need to make our own collision and animations, but the original goal of fixing all those glitches would still remain though. What would be left over then is fixing the layouts as best as possible.

In regards to the Jungle Joyride teleportation thing I haven't been able to figure it out so I might just end up moving it closer and just recreate some scenery I guess.

As for SonicGLvl things are looking up. Geometry importing still has long ways to go but it has been going good so far. Working on both projects mutually benefits the progress of the other so don't think I'm leaving either behind!
uggc://jjj.lbhghor.pbz/jngpu?I=31p9HwDdgOj rot13, and no, that isn't another project, it's merely a test of big level geometry importing
This post has been edited by Dario FF: 12 April 2012 - 12:32 AM

#1495 User is offline Falk 

Posted 12 April 2012 - 12:43 AM

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Uh, that video looks terrible, get someone who can fraps footage worth a damn before you show anything. I nominate me.

(Just kidding, I just jizzed. This looks amazing all around :V Seriously, I wasn't expecting it to look as close to the original console games as it does now, when the endeavor started)

edit: For convenience/brevity's sake, I've heard the JJ teleportation issue brought up a couple of times; what exactly is it?
This post has been edited by Falk: 12 April 2012 - 12:47 AM

#1496 User is offline Lanzer 

Posted 12 April 2012 - 12:47 AM

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Can somone cut down and make a fake real-looking trailer out of that? it would fool millions! *Que eggman laugh*

Seriously, awesome work guys. you surprise me with every new post twlight and dario.

#1497 User is online Guess Who 

Posted 12 April 2012 - 12:57 AM

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View PostFalk, on 12 April 2012 - 12:43 AM, said:


edit: For convenience/brevity's sake, I've heard the JJ teleportation issue brought up a couple of times; what exactly is it?


When Sonic runs through the forest right here, the game teleports him to another section of the level.

Also, Dario for God Member.

#1498 User is offline Twilightzoney 

Posted 12 April 2012 - 01:10 AM

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View PostFalk, on 12 April 2012 - 12:43 AM, said:

Uh, that video looks terrible, get someone who can fraps footage worth a damn before you show anything. I nominate me.

(Just kidding, I just jizzed. This looks amazing all around :V Seriously, I wasn't expecting it to look as close to the original console games as it does now, when the endeavor started)

edit: For convenience/brevity's sake, I've heard the JJ teleportation issue brought up a couple of times; what exactly is it?


I hope your joking since my rig set up is really good since I have a HD6990, but just capped at 30fps while recording with fraps. Since I play this resolution perfectly fine with no stutters at all. Plus that video was eh quickly done to show some clips.

And as for that teloportation thing. If you move the mesh, you'd have to move all the rest of the paths and objects the same amount. Which can get messy. I wish there was that teleportation still in there, maybe it is and they just renamed it?

And I'm very curious if Adabat will run like crap on the PC like it did for the Consoles. I forget, when the pillars smashed into the water in Adabat did they make a huge splash or no? I thought that was the major reason for the lag.
This post has been edited by Twilightzoney: 12 April 2012 - 01:11 AM

#1499 User is offline Falk 

Posted 12 April 2012 - 01:28 AM

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It was a joke intended in the line of "send me files asap plz"

Although if you really did want unsolicited constructive criticism, whatever editor you're using shouldn't frameblend, ghosting on top of the Hedgehog Engine's motion blur -> youtube encoding can make things look really bad (unless it's a 60->30fps folddown which is a completely different story, and 60fps at 1080p is pretty hard to achieve for outright video capture anyway)

#1500 User is offline Twilightzoney 

Posted 12 April 2012 - 02:05 AM

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View PostFalk, on 12 April 2012 - 01:28 AM, said:

It was a joke intended in the line of "send me files asap plz"

Although if you really did want unsolicited constructive criticism, whatever editor you're using shouldn't frameblend, ghosting on top of the Hedgehog Engine's motion blur -> youtube encoding can make things look really bad (unless it's a 60->30fps folddown which is a completely different story, and 60fps at 1080p is pretty hard to achieve for outright video capture anyway)


That would explain a lot then why it looks so blurry that way! Since my original source videos do not have that affect at all. Thanks for letting me know, huge saver right there. I wouldn't have though Vegas does that re-sampling like that.

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