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

#1906 User is offline DustArma 

Posted 03 June 2012 - 02:19 PM

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View PostSky The Destroyer, on 03 June 2012 - 02:09 PM, said:

I've finally gotten Peach's Castle geometry correct (though it is quite big). Now how do I create the collision? I have absolutely no clue on how to create collision. I have Havok Content Tools installed onto 3DS Max 2011, but I don't know how to use it. If anyone can tell me step by step on how to create the collision, that would be a big help. Oh, and one other thing: the grass from Green Hill is still showing. How do I get rid of it? I've already removed visibility-tree.vt as suggested by DustArma. (Image below of the magical flying grass)

Posted Image


The green hill grass is there due to the instancing, you have to remove it from one of the xml files on the #ghz200.arl.00 (don't remember which. Deleting the vis tree fixes another different issue.
This post has been edited by DustArma: 03 June 2012 - 02:20 PM

#1907 User is offline Sky The Destroyer 

Posted 03 June 2012 - 02:44 PM

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View PostDustArma, on 03 June 2012 - 02:19 PM, said:

The green hill grass is there due to the instancing, you have to remove it from one of the xml files on the #ghz200.arl.00 (don't remember which. Deleting the vis tree fixes another different issue.
Removing the grass instancing from Instancer.stg worked like a charm! I just need to figure out how to make the collision. Do you know how to make collision? I need help on it, as I've never worked with these kind of tools in my life.

Edit: Of course, anyone else can teach me how to make collision.
This post has been edited by Sky The Destroyer: 03 June 2012 - 02:58 PM

#1908 User is offline Dario FF 

Posted 03 June 2012 - 02:59 PM

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All you have to do is apply to any objects you want collision the Modifiers "Havok Shape"(Set to mesh type if you want accurate collision) and "Havok Rigid Body", then follow the tutorial on the help folder for exporting.

#1909 User is offline Azu 

Posted 03 June 2012 - 03:26 PM

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Does the shape matter? Is it Per Poly Collision?

#1910 User is offline Dude 

Posted 03 June 2012 - 03:30 PM

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View PostAzu, on 03 June 2012 - 03:26 PM, said:

Does the shape matter? Is it Per Poly Collision?


Only if you set the shape type to 'mesh'

#1911 User is offline Blivsey 

Posted 03 June 2012 - 03:31 PM

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View PostLanzer, on 03 June 2012 - 01:47 PM, said:

Don't think this has been posted yet:


Update vid.

See, a stage like Sky Troops is perfect for Generations. Modern Sonic already knows about the Black Arms, so his path through the level would have him destroying the Arms' ships rather than the Carriers. Classic, on the other hand, believes those techno-radical aliens are helping him take out Rubatnek, so he helps them blow up the Egg Fleet on his way to the Goal Ring. Might not have been intentional on Melpontro's part, but it works beautifully. A reskin of the Iblis enemies would be useful for replicating the Black Arms here.

#1912 User is offline Lanzer 

Posted 03 June 2012 - 03:35 PM

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Coming Soon from JoeTE (If anybody wanted Robo-Sonic from Colors):

View PostJoeTE, on 03 June 2012 - 03:12 PM, said:

Thanks. I do plan to release him once I get a few more things finished.
To answer your Egg Pawn question, you need to export the animation using the Havok Content tools plugin for 3DS Max. Sadly, I'm not too good at explaining how it works...


That's pretty funny. The rigging didn't stay exactly the same at first. There were even still a few minor rigging issues in that first pic and video. I've fixed them by now (Skin Utilities FTW.)
Simulation levels would be a great idea for Generations. Heck, it'd be an easier way to import old stage layouts due to the lack of advanced textures/objects/etc.

Anyways, here's 3 images to show what I've changed since my last post.

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I made different Materials for the turquoise spheres and the red sphere. They look similar, but aren't as simple as the previous materials. I've also removed the eyelids, made his browline retain its default position at all times, and gave him a single expressionless mouth object. Finally, I did some turbo-smoothing on the robotic parts.

I still have to fix his wrist/ankle bands (look at the 2nd screenshot) before this will be done. I also need to make the 4 recolors and HUD edits.


#1913 User is offline Flare 

Posted 03 June 2012 - 03:36 PM

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Sky Troops, not the greatest level from Shadow... BUT I do think it has the best music tune.

#1914 User is offline Sky The Destroyer 

Posted 03 June 2012 - 04:05 PM

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View PostDario FF, on 03 June 2012 - 02:59 PM, said:

All you have to do is apply to any objects you want collision the Modifiers "Havok Shape"(Set to mesh type if you want accurate collision) and "Havok Rigid Body", then follow the tutorial on the help folder for exporting.
I applied Havok Shape and Havok Rigid Body to the level, but I still fall through it. There is an image of my setup provided below. I've also provided the physics file that I exported through the Havok Content Tools. Hopefully this will help you figure out what I did wrong.

Physics File: http://www.mediafire...ox9g92ops6h18v9


Trash, please. I've gotten it figured out, all I had to do was set the System Units to meters.
This post has been edited by Sky The Destroyer: 06 June 2012 - 09:10 AM

#1915 User is offline Yarharhar 

Posted 03 June 2012 - 04:26 PM

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I must be missing something trying to reimport sonic's model (seeing as other people have done it now).

1. I take the chr_Sonic_HD.model file from sonic.ar0/ar1 in bb3.cpk
2. Use the import script in Max2011 to import it, making sure units are set to 1 meter.
3. Export with Easy Ogre Exporter
4. Convert the ogre mesh back to a .model with SonicGLvl
5. I stick the model file back in a copy of the ar, which I use as a mod for generations.

Upon generations trying to use the model (going to the hub world) the game crashes.


Possibilities why it's not working that I noticed
1. In step 4, the ogre mesh I am converting is labeled "Object001.mesh" and not chr_Sonic_HD. The skeleton, similarly, is labeled Object001.skeleton. Is this screwing up bone or skeleton references?
2. I'm only replacing the mesh in the ar file, do I need to replace any other files as well to make it work with a reimport?
3. Does sonicGLvl need to be aware that the mesh I'm converting has a skeleton, somehow?

#1916 User is offline DinodudeEpic 

Posted 03 June 2012 - 04:41 PM

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I combined two Sonic Generations mods together. (One is Classic Sonic Adventures, and the other is Sonictheplumber's changes to Classic Sonic's physics.)

It was actually very fun to play as Classic Sonic, with more authentic physics, in 3D. Believe it or not, Classic Sonic can actually go even faster than Modern Sonic, if the latter doesn't boost at all.



It is really minor, but I still found it to be kinda fun. And, I did use FRAPS.
This post has been edited by DinodudeEpic: 03 June 2012 - 04:42 PM

#1917 User is offline Dario FF 

Posted 03 June 2012 - 04:56 PM

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View PostYarharhar, on 03 June 2012 - 04:26 PM, said:

Possibilities why it's not working that I noticed
1. In step 4, the ogre mesh I am converting is labeled "Object001.mesh" and not chr_Sonic_HD. The skeleton, similarly, is labeled Object001.skeleton. Is this screwing up bone or skeleton references?
2. I'm only replacing the mesh in the ar file, do I need to replace any other files as well to make it work with a reimport?
3. Does sonicGLvl need to be aware that the mesh I'm converting has a skeleton, somehow?

Nope, Nope, and Nope. :v:

Send the the .model file and I'll check it in hex instead to see what's wrong.

#1918 User is offline Falk 

Posted 04 June 2012 - 02:45 PM

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View Postashthedragon, on 01 June 2012 - 03:47 PM, said:

A friend of mine, DaGuAr (Gorila5 on youtube), from Sonic Ages spanish forums, is porting Metal Harbor to Generations. He has just posted an update video of the level




If we can figure out how to correctly implement normal-doubletime transitions in custom stages (GHZ/SSZ) I'm willing to remake Metal Harbor music with those variations. (for clarity you can't just make a doubletime version to use with the existing track because the swaps will be very noticable compared to GHZ/SSZ due to differences in the rest of the track other than drums)
This post has been edited by Falk: 04 June 2012 - 02:46 PM

#1919 User is offline Lanzer 

Posted 04 June 2012 - 04:24 PM

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Info update on JoeTE's Robo-Sonic skin mod:

View PostJoeTE, on 04 June 2012 - 04:17 PM, said:

More Progress on my Sonic Simulator Robot Mod:
I've fixed some issues with his wristbands and ankle-bands, and re-positioned the orbs on his hands.
The biggest change is that I've completed the 4 alternate color schemes. (Check inside the spoiler to see screenshots)

Posted Image
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Each recolored Sonic Robot comes with properly colored effects. Yes, even the Spinball Jump effect is properly colored in all 4 of these (AKA I figured out how to alter the normally unchangeable Blue+White aura)

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Now all I have left to do are some HUD edits (1 per recolor). I plan to release these tomorrow (6/5).

This post has been edited by Lanzer: 04 June 2012 - 04:25 PM

#1920 User is offline Lobotomy 

Posted 04 June 2012 - 10:03 PM

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View PostDinodudeEpic, on 03 June 2012 - 04:41 PM, said:

I combined two Sonic Generations mods together. (One is Classic Sonic Adventures, and the other is Sonictheplumber's changes to Classic Sonic's physics.)

It was actually very fun to play as Classic Sonic, with more authentic physics, in 3D. Believe it or not, Classic Sonic can actually go even faster than Modern Sonic, if the latter doesn't boost at all.

*Video*

It is really minor, but I still found it to be kinda fun. And, I did use FRAPS.



For those of you who are still unaware (a lot of you, it seems), I am SonicthePlumber. Just to let you know.
Also this is pretty neat, I didn't know how well my physics changes would work in 3d.



Also I'm just about done with the terrain for Sweet Mountain. I've nearly doubled the polygon count:
Posted Image
Posted Image
This post has been edited by Lobotomy: 04 June 2012 - 11:42 PM

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