Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#1712
Posted 03 May 2012 - 11:42 AM
It's just a non-existing shader, but easily fixable. I had to do something similar to the rest of the body.
Generations vs Unleashed model:
It looks like it fits better in size of those stages now. Generations' is just slightly taller I think. In any case, if it does end up working fully it would be provided as an option.
Generations vs Unleashed model:
- Shorter in height
- Shorter arms
It looks like it fits better in size of those stages now. Generations' is just slightly taller I think. In any case, if it does end up working fully it would be provided as an option.
#1713
Posted 03 May 2012 - 11:44 AM
I love that arms crossed animation. It just screams classic to me.
#1714
Posted 03 May 2012 - 05:29 PM
Dario FF, on 03 May 2012 - 10:57 AM, said:
Yes or no? (With proper fixes to bones and materials of course)
I think that the animations look amazing! Are you able to fix the timing for the level start animations? I think that if you found a way to fix that (I assume changing the animation's speed would be easier than altering the time between "Ready" and "Go"), it'd be PERFECT.
#1715
Posted 03 May 2012 - 07:34 PM
Although the scales may be a little off since they weren't the same size (I don't have the original Unleashed model; this was ripped out of a Gmod addon), it seems you are correct (link). (Edit: Unleashed Sonic is the textured on on the right; it's the shorter one) Ignoring the polygon count, I find the changes to be very minor to the model itself... although the polygon count in itself doesn't seem to be very major either. The shoes and hands are the only noticeable difference in terms of polygon count. Of course, there are some differences between the muzzles (in expression), but that's apparent by just looking at it ingame. But who knows; this may be a cutscene specific Unleashed model I have here.
This post has been edited by Morph: 03 May 2012 - 09:03 PM
#1716
Posted 03 May 2012 - 08:33 PM
Wait. Which is the Unleashed model and which is the Generations model? Dario FF's post was kinda vague...
#1717
Posted 03 May 2012 - 08:48 PM
Morph, on 03 May 2012 - 07:34 PM, said:
Although the scales may be a little off since they weren't the same size (I don't have the original Unleashed model; this was ripped out of a Gmod addon), it seems you are correct (link). Ignoring the polygon count, I find the changes to be very minor to the model itself... although the polygon count in itself doesn't seem to be very major either. The shoes and hands are the only noticeable difference in terms of polygon count. Of course, there are some differences between the muzzles (in expression), but that's apparent by just looking at it ingame. But who knows; this may be a cutscene specific Unleashed model I have here.
That is a the Cutscene model used both in Generations and Unleashed. Only real big deal is it has more edge loops pretty much. The original Unleashed model is 19k while Generations is about 16k. And the Cutscene model including all the morphers is around 80k or so.
#1718
Posted 03 May 2012 - 09:02 PM
AerosolSP, on 03 May 2012 - 08:33 PM, said:
Wait. Which is the Unleashed model and which is the Generations model? Dario FF's post was kinda vague...
Oh derp. The one on the right in my screenshot is the Unleashed Sonic. He's shorter and what not in Unleashed.
Twilightzoney, on 03 May 2012 - 08:48 PM, said:
That is a the Cutscene model used both in Generations and Unleashed. Only real big deal is it has more edge loops pretty much. The original Unleashed model is 19k while Generations is about 16k. And the Cutscene model including all the morphers is around 80k or so.
Ah, I see. Interesting.
#1719
Posted 03 May 2012 - 09:03 PM
For those of you who don't know what settings to use in your havok exporter, I've uploaded the following templates:
http://x-hax.cultnet...nfigurations.7z
You will need to change the export path in the 'write platform' filter. The rest is good to go though. There are two templates: level export and animation export.
http://x-hax.cultnet...nfigurations.7z
You will need to change the export path in the 'write platform' filter. The rest is good to go though. There are two templates: level export and animation export.
#1720
Posted 03 May 2012 - 11:44 PM

So I'm going to go with no? I just imported them at perfect scale and they match up perfectly in shape. In that picture I have both models overlayed, and you wouldn't even be able to tell if I bothered texturing both. The only change is they removed some edgeloops from a few places.
#1721
Posted 04 May 2012 - 12:29 AM
If thats the case and the models are exactly the same then its just our eyes decieving us. Stick with the Generations model but try to import all the Unleashed animations that wern't in Generations.
#1722
Posted 04 May 2012 - 12:29 AM
Well, there goes that. I had also overlayed the models that I have, and got the shoes to the same scale to see if everything else matched up. Is the "cutscene model" actually shorter, or do I just fail?
#1723
Posted 04 May 2012 - 12:41 AM
Morph, on 04 May 2012 - 12:29 AM, said:
Well, there goes that. I had also overlayed the models that I have, and got the shoes to the same scale to see if everything else matched up. Is the "cutscene model" actually shorter, or do I just fail?
You have the shitty GMOD import Link did were he fucked up the bind pose.

Also, Sonic's model through the last few years. This is 5 games worth of models over 2008, 2010, 2011 and 2012.
This post has been edited by Polygon Jim: 04 May 2012 - 03:09 AM
#1724
Posted 04 May 2012 - 01:14 AM
Hmm, interesting...
I found this vid over at the SSMB generations hacking topic:
This makes me think, Could this be the solution to the buggy classic spindash while in 3D problem we have been having? if Spike Wisp works almost of not just like the spindash and somehow its able to overcome its 2D limitations when forced into 3D, isn't there someway to work around to convert the spike wisp into classic's spindash or at least use its code to fix the spindash while in 3D?
EDIT: Update to Wave Ocean:
He Considering different enemys. its either these or GUN troopers.
I found this vid over at the SSMB generations hacking topic:
This makes me think, Could this be the solution to the buggy classic spindash while in 3D problem we have been having? if Spike Wisp works almost of not just like the spindash and somehow its able to overcome its 2D limitations when forced into 3D, isn't there someway to work around to convert the spike wisp into classic's spindash or at least use its code to fix the spindash while in 3D?
EDIT: Update to Wave Ocean:
He Considering different enemys. its either these or GUN troopers.
This post has been edited by Lanzer: 04 May 2012 - 01:30 AM
#1725
Posted 04 May 2012 - 11:32 AM
My editor maps the raw meshes without skeletons 1:1, so let's see.
According to the editor the AABB for each model is the following:
AABB size for mesh chr_Sonic_HD: 1.12773, 1.10322, 0.765716
AABB size for mesh SonicRoot: 1.12773, 1.10322, 0.765716
Even if they're very similar, there's a lot of naming inconsistencies with bones and how they're used... trying to map one skeleton of animation to the other's model and viceversa just has some ugly results. If you want it to be accurate it's better to use the original model.
So while it seems the raw models are very similar(poly count differences), I can indeed confirm it's different ingame though! I think his animations are just too different...
Even the havok skeletons match up quite well... Perhaps the skeleton inside the model have too many differences instead.
Spoiler
According to the editor the AABB for each model is the following:
AABB size for mesh chr_Sonic_HD: 1.12773, 1.10322, 0.765716
AABB size for mesh SonicRoot: 1.12773, 1.10322, 0.765716
Even if they're very similar, there's a lot of naming inconsistencies with bones and how they're used... trying to map one skeleton of animation to the other's model and viceversa just has some ugly results. If you want it to be accurate it's better to use the original model.
So while it seems the raw models are very similar(poly count differences), I can indeed confirm it's different ingame though! I think his animations are just too different...
Even the havok skeletons match up quite well... Perhaps the skeleton inside the model have too many differences instead.
This post has been edited by Dario FF: 04 May 2012 - 11:33 AM



