Sonic and Sega Retro Message Board: Sonic Generations Hacking (and More!) - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

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

#1021 User is offline Chris Highwind 

Posted 05 February 2012 - 09:51 PM

  • Twitchy-Ass Taillow
  • Posts: 1553
  • Joined: 30-August 08
  • Gender:Male
  • Location:Statesville, NC
  • Wiki edits:13
Ok, so, I went into the Sonic.prm.xml file to mess around with the ring magnetism (the value that determines the range in which rings will become attracted to you during boost), and while flipping through the XML file, I found this:

<XButtonHoming>false</XButtonHoming>


Apparently there's a little bit of code that, if you turned it on, would map the Homing Attack to the X button instead of the A button.

You guys probably already know this, but I just wanted to throw it in here.

EDIT: Also, I was wanting to ask this in #retro, but everyone was too busy with some random football game they call the Super Bowl (:v:). Anyways, this value here:

<BoostPullRadius>1.2</BoostPullRadius>


controls the range in which rings would be pulled towards you during boost. Would 2 be pushing it if I'm trying to go for Unleashed's radius?
This post has been edited by Chris Highwind: 05 February 2012 - 09:55 PM

#1022 User is offline Lanzer 

Posted 06 February 2012 - 12:00 AM

  • The saber calls for its master...
  • Posts: 4097
  • Joined: 27-February 09
  • Gender:Male
  • Location:California
  • Project:Doing Stuff.
  • Wiki edits:1

View PostAerosolSP, on 05 February 2012 - 05:44 PM, said:

Bah, so its hopeless. That's too bad.


I wouldn't say something like impossible or hopeless, just incredibly hard. One day someone with enough determination and smarts will crack it, just probably will be long after our times here. For now, what we do here will lay the groundwork for future progress.

#1023 User is offline BlazeHedgehog 

Posted 06 February 2012 - 06:10 AM

  • A "Community Enigma"?
  • Posts: 1214
  • Joined: 23-January 05
  • Gender:Male
  • Wiki edits:51
What's Classic Sonic's model look like on Modern Sonic's skeleton? I could probably do it myself, but... ehhh, effort.

#1024 User is offline TimmiT 

Posted 06 February 2012 - 09:52 AM

  • This member title has been edited by TimmiT
  • Posts: 4697
  • Joined: 09-July 08
  • Gender:Male
  • Location:The Netherlands
  • Project:Messing around with Actionscript 3
  • Wiki edits:8

Brilliant.

#1025 User is offline ultima espio 

Posted 06 February 2012 - 11:04 AM

  • Posts: 391
  • Joined: 29-March 05
  • Gender:Male
  • Location:United Kingdom
I'm surprised that nobody's done Classic Metal over Classic Sonic. It's kind of an obvious one :P

#1026 User is offline Techokami 

Posted 06 February 2012 - 11:36 AM

  • For use only on NTSC Genesis systems
  • Posts: 938
  • Joined: 19-November 05
  • Gender:Male
  • Location:HoleNet!
  • Project:Sonic Edge
  • Wiki edits:63

View PostTimmiT, on 06 February 2012 - 09:52 AM, said:


Brilliant.

Now we just need an Egg Pawn version... :)

#1027 User is offline Dario FF 

Posted 06 February 2012 - 12:32 PM

  • Tech Support Hotline
  • Posts: 815
  • Joined: 03-April 10
  • Gender:Male
  • Location:Mar Del Plata
  • Project:SonicGLvl
On the subject of Havok collision reverse-engineering, I wrote a little parser this morning for any Havok XMLs exported via Max to add properties of materials(water, sideway walls, aligned floors, grass, stone, etc.) based on an extra tag added to the name of the rigid body(e.g. MyPrettyBox001@water), and repack it as a binary file readable by the game. The database only has the water material at the moment, but adding the rest should be something as trivial as looking to Generations' havok files and copying some properties around. Thanks to Dami for the name idea(and I also saw this used in the Generations' objects as well, since they seem to add the tag hkRB_mat## or the like).

Once the other team members tested it and confirm it to be stable enough I can do a release here(of the Havok parser). For now, here's Chu-nan's water acting like well... water! Except for the buggy material, but I'll have to look into that later. At least the collision works as intended. I also went super because the boost drain on water is so ridiculously big that it's pretty hard to do it with regular boost. That should be tweakable in an XML for sure though.


This post has been edited by Dario FF: 06 February 2012 - 01:19 PM

#1028 User is offline Lobotomy 

Posted 06 February 2012 - 02:11 PM

  • Every man who knows a thing knows he knows not a damn, damn thing at all.
  • Posts: 3584
  • Joined: 22-March 06
  • Gender:Male
  • Location:Traverse City
  • Project:Fixing Generations FOREVER, Project: In Silico, Unleashed PC Beautification.
  • Wiki edits:94

View Postultima espio, on 06 February 2012 - 11:04 AM, said:

I'm surprised that nobody's done Classic Metal over Classic Sonic. It's kind of an obvious one :P

Posted Image






Also: Is the water missing a texture or shader? It looks a bit too clear.
This post has been edited by Lobotomy: 06 February 2012 - 02:11 PM

#1029 User is offline BrigadierBaz 

Posted 06 February 2012 - 03:32 PM

  • Posts: 10
  • Joined: 31-January 12
  • Gender:Male
  • Location:Poole, Dorset, UK
  • Project:Generations Music Replacement and Editing
This is the first time I've ever tried to hack a game and succeeded.

Planet Wisp Act 1 with Launch Base music:


Time Eater with Doomsday Music (Project Chaos and Original):


CPK downloads in descriptions
This post has been edited by BrigadierBaz: 06 February 2012 - 03:35 PM

#1030 User is offline Chimera 

Posted 06 February 2012 - 03:59 PM

  • I'm not a furry.
  • Posts: 665
  • Joined: 04-October 10
  • Gender:Male
  • Project:TOO MANY. BUT ONE LESS.
  • Wiki edits:5

View PostTimmiT, on 06 February 2012 - 09:52 AM, said:


Brilliant.

Do the creep.

View PostLobotomy, on 06 February 2012 - 02:11 PM, said:

Also: Is the water missing a texture or shader? It looks a bit too clear.


Unleashed apparently handled reflection maps a different way than Generations (like it did with MOST things >_>). Therefore, it's bugged. Also, I think normal maps are disabled with the material formatting Unleashed has, so it looks like even more shit than it should (Spec maps might be missing too!).

Also dat launch base in PW. WHY was that not an option originally? :(

#1031 User is offline RhinestoneCircuit 

Posted 07 February 2012 - 12:16 AM

  • *thoughts*
  • Posts: 50
  • Joined: 22-October 11
  • Gender:Male
  • Location:Living in the City

View Postultima espio, on 06 February 2012 - 11:04 AM, said:

I'm surprised that nobody's done Classic Metal over Classic Sonic. It's kind of an obvious one :P
You asked for it



at the 2 minute mark

#1032 User is online Felik 

Posted 07 February 2012 - 02:18 AM

  • Posts: 381
  • Joined: 11-April 10
  • Gender:Male
  • Wiki edits:1

View PostRhinestoneCircuit, on 07 February 2012 - 12:16 AM, said:

View Postultima espio, on 06 February 2012 - 11:04 AM, said:

I'm surprised that nobody's done Classic Metal over Classic Sonic. It's kind of an obvious one :P
You asked for it



at the 2 minute mark

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.

#1033 User is offline RhinestoneCircuit 

Posted 07 February 2012 - 02:31 AM

  • *thoughts*
  • Posts: 50
  • Joined: 22-October 11
  • Gender:Male
  • Location:Living in the City

View PostFelik, on 07 February 2012 - 02:18 AM, said:

View PostRhinestoneCircuit, on 07 February 2012 - 12:16 AM, said:

View Postultima espio, on 06 February 2012 - 11:04 AM, said:

I'm surprised that nobody's done Classic Metal over Classic Sonic. It's kind of an obvious one :P
You asked for it

video

at the 2 minute mark

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.
Joyfulness

The author basically said "take this slightly fixed (another character whose name escapes me) and a half assed metal sonic, have fun". And out came this video.

#1034 User is offline Dario FF 

Posted 07 February 2012 - 07:58 AM

  • Tech Support Hotline
  • Posts: 815
  • Joined: 03-April 10
  • Gender:Male
  • Location:Mar Del Plata
  • Project:SonicGLvl

View PostFelik, 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). :v: 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 :v:) 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

#1035 User is offline BrigadierBaz 

Posted 07 February 2012 - 10:47 AM

  • Posts: 10
  • Joined: 31-January 12
  • Gender:Male
  • Location:Poole, Dorset, UK
  • Project:Generations Music Replacement and Editing
Many people have probably asked this before, but where are the HUD files kept in the PC version? I wanted to transparate em' to record some clean footage for an assignment we have to do.

  • 241 Pages +
  • ◄ First
  • 67
  • 68
  • 69
  • 70
  • 71
  • Last ►
    Locked
    Locked Forum

2 User(s) are reading this topic
1 members, 1 guests, 0 anonymous users

  1. Trial Member: JansenM