Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#1412
Posted 30 March 2012 - 10:23 PM
Dario FF, on 30 March 2012 - 10:00 PM, said:
(pic)
So yes... beware of actually good looking Unleashed stages in the near future.
#1413
Posted 30 March 2012 - 10:30 PM
Dario FF, on 30 March 2012 - 10:00 PM, said:

So yes... beware of actually good looking Unleashed stages in the near future.
Look at the shit you do while I'm asleep
And finally, normal maps (probably) will work now! AFTER ALL 3 MONTHS OF WAITING ;-;
...I should open up crazybump :V (hint hint: Nintendo doesn't make normal maps for their Wii games it seems; need to make my own for Whomp's Fortress, that is if anyone gives a shit about my import ;-; ).
#1414
Posted 30 March 2012 - 11:06 PM
All this hacking and modding right here in this thread was Sonic Team's true anniversary present. not Generations itself but a modern sonic engine that can be cracked open like an egg and modified beyond what we ever thought possible, things we dreamed of what to do with this engine when we first saw Unleashed in action back in 2007 are now very much within our grasp! its mindblowing!!
Thank you Sonic Team for releasing Generations to PC and Thank you Dario and everyone else for doing this beyond amazing work. you guys don't get enough credit so I just wanted to spend a post gushing over this amazing work.
#1415
Posted 31 March 2012 - 07:34 AM
#1416
Posted 31 March 2012 - 09:48 AM
Dario FF, on 30 March 2012 - 10:00 PM, said:
[HUGE PICTURE]
So yes... beware of actually good looking Unleashed stages in the near future.
Why Sonic and clouds isn't shiny? You edited shaders, or what? o_O
#1417
Posted 31 March 2012 - 03:40 PM
Interestingly, the sonic.prm.xml (the parameter file) for Unleashed is nearly empty, indicating that most of the values are hard-coded into the game and the parameter file acts as an override for them.
#1418
Posted 31 March 2012 - 03:50 PM
DustArma, on 31 March 2012 - 03:40 PM, said:
Interestingly, the sonic.prm.xml (the parameter file) for Unleashed is nearly empty, indicating that most of the values are hard-coded into the game and the parameter file acts as an override for them.
As I mentioned in the IRC, the Unleashed parameter file is almost empty. It does not include any parameters for Drift, yet the Drift acts like it does in Unleashed when it's used.
What this means is, in Generations, Sonic's physics default to hard-coded Unleashed definitions if it isn't specified in the XML. The XML merely overwrites the default.
You can completely comment out the parameter XML, and the game will still control like Unleashed.
#1419
Posted 31 March 2012 - 04:11 PM
As you can see Sonic gets stuck in the wall when he should slide down slowly, this doesn't happen if you use the Unleashed parameter file implying that one of the modifications Sonic Team did broke the walljump for PC users, now we have to find out which so it can be fixed.
#1420
Posted 31 March 2012 - 05:09 PM
edit: caught myself there, x360 Unleashed was capped? My point stands though!
#1421
Posted 31 March 2012 - 07:53 PM
Here's me playing through some levels with the Unleashed physics.
@Falk: the 360 version of Unleashed was capped at 30FPS, the PS3 version however was capped at 60 and would constantly range between those 2 marks in gameplay.
#1422
Posted 31 March 2012 - 08:13 PM
DustArma, on 31 March 2012 - 07:53 PM, said:
That's what I meant with the edit. As in, Unleashed might have physics files that worked on 60fps across both platforms (no point inventing two different wheels) despite x360 being capped, as opposed to Generations which ran at 30fps on both platforms (with PC being the forgotten outlier), hence they may have made tweaks for the game to be more responsive or whatever with 30fps physics calculations/input polling/whatever, which have unintended side effects when the game runs at 60fps.
Like I said, a shot in the dark, but it might well explain why it happens only on PC version. Completely unrelated, something similar happened with the id Tech 3 engine derivative in CoD2/CoD4/etc on PC where physics hilariously broke at 333fps. At 91fps (1000/11) you died falling 300 units. At 333fps, (1000/3) you took 97 damage falling 350 units.
#1423
Posted 01 April 2012 - 02:01 PM
I don't think it's anything unusual, I think it's just like tweaking some sort of special gravity value or something, but I can't quite remember. All I know is that it's just a slight bit too high or low, so just a minor change fixes it and you start sliding down.
Sorry I can't help more than that... (My computer is broken, so I can't try this out myself)
#1424
Posted 02 April 2012 - 05:55 PM















And here's a video. Water isn't implemented yet because I gotta figure out the format for that. Also, this stage plays at 60 FPS constantly for me.
Audio is a bit unsynced with the video, it's just a recording problem.
Also as a sidenote, it has been brought up to my attention that the normals in that video and screens are flipped. I can fix that in my code since I was pretty much guessing where the binormals and tangents where. If I swap them it will work perfectly. I just did this vertex fix for Dragon Road at the moment.
#1425
Posted 02 April 2012 - 06:02 PM
