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

#1036 User is offline CarrierHack 

Posted 07 February 2012 - 11:21 AM

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I believe there was some glitch where you could get rid of the HUD by forcing 8x Anti Aliasing on ATI cards (Don't remember if it still works and if it's only for ATI cards or not though).
EDIT: Forcing 8x AA with Catalyst Control Center made the HUD disappear for me.
This post has been edited by CarrierHack: 07 February 2012 - 11:27 AM

#1037 User is offline DustArma 

Posted 07 February 2012 - 11:31 AM

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View PostBrigadierBaz, on 07 February 2012 - 10:47 AM, said:

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.


Enabling 8x antialiasing through driver settings has the same effect and since it won't work on Generations you don't get a performance loss.
This post has been edited by DustArma: 07 February 2012 - 11:31 AM

#1038 User is offline BrigadierBaz 

Posted 07 February 2012 - 11:37 AM

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View PostCarrierHack, on 07 February 2012 - 11:21 AM, said:

I believe there was some glitch where you could get rid of the HUD by forcing 8x Anti Aliasing on ATI cards (Don't remember if it still works and if it's only for ATI cards or not though).
EDIT: Forcing 8x AA with Catalyst Control Center made the HUD disappear for me.


That will cause a lot more than I want to disappear.

Besides I found the dds files for the results in bb2 so I'm just about to test it out.

#1039 User is offline ArtFenix 

Posted 07 February 2012 - 12:44 PM

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View PostBrigadierBaz, on 07 February 2012 - 11:37 AM, said:

View PostCarrierHack, on 07 February 2012 - 11:21 AM, said:

I believe there was some glitch where you could get rid of the HUD by forcing 8x Anti Aliasing on ATI cards (Don't remember if it still works and if it's only for ATI cards or not though).
EDIT: Forcing 8x AA with Catalyst Control Center made the HUD disappear for me.


That will cause a lot more than I want to disappear.

Besides I found the dds files for the results in bb2 so I'm just about to test it out.

I removed pretty much all HUD. yeah, it's located in .dds files throughout the game's files: in bb, bb2 and bb3.

Quote

there was some glitch where you could get rid of the HUD by forcing 8x Anti Aliasing on ATI cards
Yeah, that removes some lighting/water effects, boost aura and stuff like that.
Some sreens.
Posted Image
Posted Image
Posted Image

#1040 User is offline BrigadierBaz 

Posted 07 February 2012 - 12:51 PM

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View PostArtFenix, on 07 February 2012 - 12:44 PM, said:

I removed pretty much all HUD. yeah, it's located in .dds files throughout the game's files: in bb, bb2 and bb3.


I've managed to remove the results screen completely and the Shadow battle exclusive hud, all of which were in bb2. Can you recall where the others in bb and bb3 are?
This post has been edited by BrigadierBaz: 07 February 2012 - 12:54 PM

#1041 User is offline ArtFenix 

Posted 07 February 2012 - 02:08 PM

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View PostBrigadierBaz, on 07 February 2012 - 12:51 PM, said:

View PostArtFenix, on 07 February 2012 - 12:44 PM, said:

I removed pretty much all HUD. yeah, it's located in .dds files throughout the game's files: in bb, bb2 and bb3.


I've managed to remove the results screen completely and the Shadow battle exclusive hud, all of which were in bb2. Can you recall where the others in bb and bb3 are?

Can't recall that, but I have the files xD. I'll just upload them for you cause I'm awesome =^_^=" xD.
http://depositfiles....files/vpzmx4lvj

#1042 User is offline BrigadierBaz 

Posted 07 February 2012 - 02:38 PM

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View PostArtFenix, on 07 February 2012 - 02:08 PM, said:

Can't recall that, but I have the files xD. I'll just upload them for you cause I'm awesome =^_^=" xD.
http://depositfiles....files/vpzmx4lvj


Thank you good sir! I had very nearly cracked it too, but no matter!

Will be sure to post the resulting trailer being made.

#1043 User is offline Dario FF 

Posted 08 February 2012 - 10:04 AM

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Thanks to Darkspines' info on terrain-model files and terrain-instance-info files I'm trying to load it up on SonicGlvl. It's really unstable yet because there's lot of root node types and meshes I still got to figure out, but it's shaping up. And I still got to figure out materials.

Posted Image

The purpose of this would be that you would be able to import your own models and export the stage geometry to be compatible with the game. At least that's my goal... and it will be quite a hard one.

The other purpose is that I can just click and delete shit and make my life 9000000 easier for doing collision meshes since I wouldn't have to deal with 1.5 gb max memory meshes and wouldn't have to deal with deleting by materials only. The terrain is just lots of little models easily detachable. :)

And yet the other purpose would be previewing geometry inside sonicglvl and being able to use chunk streaming for making it easier to edit.

EDIT: Note, there's no exporting yet. I'm just showing that I'm trying to read the game data directly to see what I can do. There's no way we will be able to import custom geometry until a shitload more of formats are reverse engineered.
This post has been edited by Dario FF: 08 February 2012 - 11:32 AM

#1044 User is offline Aquaslash 

Posted 08 February 2012 - 12:17 PM

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Random question, but does Shadow have his own jumping aura textures? I never did get to get a hold of the final texture pack

#1045 User is offline Dario FF 

Posted 08 February 2012 - 01:24 PM

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Posted Image

*evil laughter*

Now hoping to be able to load up materials. But at least now I can remove these meshes and make a proper collision mesh without having to deal with Max and Link's single mesh import. :v: Also this whole thing makes my program just use up to 300 mb of ram including objects as well.

(Also the SSA x8 is killing my FPS, but I didn't do any sort of streaming/instancing optimization yet)

EDIT: If you didn't notice the improvement to my previous pic, they are:
1 - It's smooth stable now, hence I can load up my objects and edit them around
2 - Everything is loading up now
This post has been edited by Dario FF: 08 February 2012 - 01:32 PM

#1046 User is offline Portalboat 

Posted 08 February 2012 - 06:02 PM

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Hey, about the whole object thing...

I was playing around with the new Skyrim workshop (spaaaaaaaaaaaaaaaaaaaaaace) and I remembered the SkyUI mod. That mod, however, said that it needed a 'script extender'- an additional .exe as well as a couple .dlls that added additional script functionally for the game.

So I got to thinking...could we do the same type of thing for custom object loading? I'd contact the people who made the script loader and ask how they did it, but they only want support requests and I probably wouldn't understand what they reply with :v:

#1047 User is offline Dario FF 

Posted 08 February 2012 - 08:55 PM

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View PostPortalboat, on 08 February 2012 - 06:02 PM, said:

Hey, about the whole object thing...

I was playing around with the new Skyrim workshop (spaaaaaaaaaaaaaaaaaaaaaace) and I remembered the SkyUI mod. That mod, however, said that it needed a 'script extender'- an additional .exe as well as a couple .dlls that added additional script functionally for the game.

So I got to thinking...could we do the same type of thing for custom object loading? I'd contact the people who made the script loader and ask how they did it, but they only want support requests and I probably wouldn't understand what they reply with :v:


Kinda like the GTA IV script loaded I guess(Think it was called ALICE, and I recall the source code being there). I have no technical knowledge on that either, but it sounds plausible.

I also finally nailed down the stage geometry loading. Now I just need materials and it'll look boss. :)
Posted Image

Working on importing geometry to the game is another story though. There's a weird bunch of numbers at the end of each file(typically denoted by the filename being there), which Darkspines hasn't been able to find a pattern to it at all.

Loading up the geometry without any materials takes about 10 to 30 seconds on my system, depends on the stage mostly(already uncompressed mind you). Pretty sweet I guess. Generations' stages work as well. :)
Posted Image

#1048 User is offline Azu 

Posted 08 February 2012 - 09:11 PM

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There's was about 3 for GTA. One that use LUA, which was ALICE, one as a .NetScript Hook, and the other was a C# ScriptHook. Might be wrong on that last one though.

#1049 User is offline KuroBit 

Posted 08 February 2012 - 09:24 PM

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What are these silly character mods I'm seeing? Only one or two changed animations and it's slapped into a video? Let's put some effort into these at least :v:!


Anyway, quite incredible work you guys are doing here, I ended up being pretty busy so I kind of disappeared off the face of the earth when I said I'd help out here.

Now I think you all are way over my modding/hacking skill level, hahah. Maybe something will come up that I can help with though...

#1050 User is offline Chimera 

Posted 08 February 2012 - 10:42 PM

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View PostKuroBit, on 08 February 2012 - 09:24 PM, said:




I like this one. I like this one very much.

Also people are aware we can make custom animations, yes? Since Metal doesn't have any parts about him that can sway, I feel like I should make my own animations for him.. But first I need to know where Modern's animations are :V though I'm sure the tutorial on how to swap characters explains that and more...

Be back in a week :E

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