Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#1801
Posted 23 May 2012 - 01:03 PM
#1804
Posted 23 May 2012 - 03:50 PM
#1805
Posted 23 May 2012 - 03:50 PM
Azu, on 23 May 2012 - 03:50 PM, said:
Point me to the right files and I'll try it on my editor instead. I've done some work in a COLLADA exporter but I haven't been able to get materials to work yet. (And for some reason Max loads them but blender doesn't even try to load my file)
#1806
Posted 23 May 2012 - 04:01 PM
Unable to Convert: undefined to type: Interger64
Files I used were.
enm_bne_eggdragoon_top.model
enm_bne_eggdragoon_under.model
enm_bne_eggdragoon_baria_under.model
enm_bne_eggdragoon_brk.model
enm_bne_eggdragoon_drill.model
Egg Dragoon is found in bb1.cpk > bne.
#1807
Posted 23 May 2012 - 04:11 PM
#1809
Posted 24 May 2012 - 10:11 AM
Trunks, on 23 May 2012 - 02:33 PM, said:
..but could you?
Seems I just did.

So it seems I got skeleton support working right now. There's a couple of things to watch out for when trying to replace over Sonic's model:
- The model converter doesn't read .scene files, it only converts .mesh ogre files(which as well load the skeleton if available), so it will ignore any properties you apply to the node(translation, rotation, scaling, etc.). This means that your havok skeleton and model/skeleton in max should be at their regular scaling(that in max is 100/100/100). If you want to make it smaller, the easiest way to do that is when creating the animations, scaling and rotating the root bone as needed.
- The Havok skeleton should be the exact same pose of the .model file, with the original scale and all.
- Animations are kinda lenient since it's handled by Havok luckily, so my converter will have nothing to do with it. Just gotta make sure it's the same set of bones you're animating with.
- Some bones are hardcoded and need to be there, otherwise it crashes. Bone list of Sonic, not sure which of those are needed.


EDIT:
#1810
Posted 24 May 2012 - 05:03 PM
Dario FF, on 23 May 2012 - 09:25 AM, said:
Jogita, on 22 May 2012 - 08:25 PM, said:
Probably referring to this:
Model Importer script, it needs to be updated some time though...
Also trying to finally figure out how the skeletons/bones work thanks to a lot of help from Darkspines and Link, not done yet but getting much more closer than I was before:

Sorry to be such a noob, but now I'm stuck on Step 6. Animate.
How exactly do I do that?
Do I have to make a custom animation? Or can I edit Sonic's current animation?
If I can edit it, how do I find it?
If it must be custom, where do I save it/what do I save it as?
#1811
Posted 24 May 2012 - 05:56 PM
Jogita, on 24 May 2012 - 05:03 PM, said:
How exactly do I do that?
Do I have to make a custom animation? Or can I edit Sonic's current animation?
If I can edit it, how do I find it?
If it must be custom, where do I save it/what do I save it as?
If you're using 3DS Max, you can use hkxcmd, which is an Skyrim tool to import over the animations from the HKX files into the model's skeleton you have imported.
You can either make your animations from scratch with the skeleton the model importer has, or import one with hkxcmd and edit it as you want.
For exporting, you'll need to use the Havok Content Tools for max and add the Create Skeletons/Skin/Animations filters, the Prune Types filter for any data that isn't animations, and then finally a Write Platform filter with the parameters Win32 MSVC, strip meta-data, Binary Packfile, as a HKX.
Keep in mind the importer script does some rotation and scaling of its own to the root bone, so you might want to comment that out of it(it's down there in the last few lines). Otherwise the animation won't match the stuff used ingame.
#1813
Posted 25 May 2012 - 12:00 PM
There's a download link on his channel. Someone should totally fine-tune it.
#1814
Posted 25 May 2012 - 12:04 PM
Blivsey, on 25 May 2012 - 12:00 PM, said:
There's a download link on his channel. Someone should totally fine-tune it.
Ugh, just goest to remind me how crappy the animations were in '06. That needs a lot of fine-tuning before it starts looking good.
#1815
Posted 25 May 2012 - 01:47 PM
TheKazeblade, on 25 May 2012 - 12:04 PM, said:
Blivsey, on 25 May 2012 - 12:00 PM, said:
There's a download link on his channel. Someone should totally fine-tune it.
Ugh, just goest to remind me how crappy the animations were in '06. That needs a lot of fine-tuning before it starts looking good.
If by fine-tunning you mean completely getting rid off then I agree
