Felik, on 07 February 2012 - 02:18 AM, said:
It is so half-assed for a good reason or just because the author was hurrying to show it asap?
It looks really unpolished and I don't get why since metal sonic has pretty much the same skeleton structure as all other cast.
It is so half-assed because what everyone's doing is renaming a bunch of files, replacing some already made animations and call it a day. If any of these mods took the effort of trying to make a custom animation(which is kinda possible at the moment since havok animations exported should work), it would be a bit more fun to watch.
Now I'm probably being unfair because back when I joined all I did was swap a bunch of classic/modern levels, but at least there was some effort into editting the layouts(and we really didn't have much info at that point).

I'm just saying that with all the knowledge at this point, much better stuff could be done. Heck, make the boost a lot slower, replace the animation with a custom one of Knuckles' punching, replace his jump dash with a little glide animation... And you got some sort of Heroes' Knuckles.
In other news, darkspines is being awesome and figuring out a hell lot of terrain formats. If all the models are figured out I'd love to work on importing custom geometry, but it would probably be dependent on Ogre... but that's not a bad thing either because you wouldn't be stuck having to do stuff for 3DS Max, but rather use one of the common exporters from Maya/Blender/Max to Ogre(and the material format is plain, easily edittable text). Would a level maker(Dude

) approve of this?
It should also be mentioned that the Hedgehog engine relies a lot on instancing geometry. It doesn't copy the same plant pot around multiple times, it just references the same model of the plant pot all across the terrain.
This post has been edited by Dario FF: 07 February 2012 - 08:00 AM