Here's a vid of Empire city now with proper materials. Well, not exactly final materials, as I can look for any other material types that are better. But it gets the job done.
Probably just me, but the way the lighting looks in the levels make them look kind of dream-like (not necessarily a good dream :specialed: )
So now that you have a material editor, can you fix the messed up looking floor in the beginning of Savannah Citadel?
Actually the materials are fine there. It just seems that the alpha channel is messed up for those textures. Yay for more engine inconsistencies.
I thought that texture is messed up because it actually is used for sonic's " leg heat" in unleashed.
Lobotomy, fixing your controller is as easy as downloading X360CE, running the EXE from the Sonic Generations folder, mapping your current gamepad to Xbox 360 equivalents, and saving. :P Heck, you don't even have to map your inputs - X360CE.exe can connect to a database of mapped controls so you can just detect your gamepad and download somebody else's config file; that's what I did. You can have the quickstep bug fixed in less than 2 minutes, because I don't think Sega or Digital Details or whoever did the PC port is going to fix it (unfortunately :\). I'll chip in and say I don't like removing dash panels, either. While it's a nice dream to hope for a Sonic game that doesn't need them, this game was designed for them. There are certain parts where they are essential for maintaining more than just speed - they're important for maintaining the flow of action. Levels need to be designed specifically to not use boosters; you can't just remove them where they were designed to go and expect it to look right.
Thanks to Dustarma, I fixed my controller. I only removed one essential dash panel, though, which I'm putting back next revision. There are exactly three speed boosters in green hill that are mandatory for proper flow. None of the ones in loops are mandatory, since you auto run through them. The other ones aren't essential unless you are completely retarded. I'll demonstrate this next video.
Oh crap, I could've sweared I had removed that annotation. Dragon Road, Cool Edge, Adabat, Rooftop Run, and Eggman Land can't still be finished. Dragon road just needs some layout work, and Eggman land well... it's quite peculiar. :v: The main problem with the other three is the Havok bug we mentioned a few pages ago. We gotta find a way to override and amplify the world bounding box, because the default generations world bounding box for Havok is way too small. Anything that gets outside of it just gets the Havok simulation to stop. (EDIT: For that particular object, e.g., enemy particles stop in the air past the point of no return)
Oh man, this is looking good. Do you know if there is any way to make the stomp and slide function as they did in Unleashed? I haven't found anything that does it in the .xml. I know it keeps you from stopping dead, but I kinda like how well you flow with this. I don't know if I missed it or what, but nothing related to stomping or sliding that I have edited has made it so I can emulate it. See 0:16-0:20 in the following video: I guess I didn't answer this. Yeah, I'm trying to find exactly what's causing all of the friction, but honestly, I haven't looked that hard :U, and yes, I'll be tweaking as much as I can.
So I remember a while back someone was doing an animation/model swap to put modern Sonic in classic Sonic's levels so that modern played like classic. Has anyone thought of doing the same thing with classic Sonic (Replace modern Sonic's model with classic's model/animations)
Out of curiosity, is it possible to import the lighting from Unleashed into Generations, or at least emulating the style? I've always been a fan of the high-contrast style it had, and I'd be curious to see what Generations would look like using the style!
Anyways, in the land of Mazuri things finally got a little less empty all of the sudden. Spoiler Just needs to be able to be collided with Sonic so it curves/bends over when he runs through it. Edit: Got that colliding thing fix up.
Well so nobody looks for the collision problem we were having... Guess who helped us fix it? Turns out this guy's stage was SO big, that the stage file definition needed a custom world min/max bounds. This is related to the Havok problem we were having, and I was getting worried the bounds were hardcoded into the game. Code (Text): <World> <Min> <x>-10000</x> <y>-10000</y> <z>-10000</z> </Min> <Max> <x>10000</x> <y>10000</y> <z>10000</z> </Max> </World> Luckily they're not, so yay! We can finally work on Cool Edge, Rooftop Run, and Adabat(yeah, this one's going to be very hard to port). Also this is good news for anyone who was thinking in doing custom stages yet, since there's no limit to how long they can be. But yes, Time Eater was a shitty boss, but I would've probably never guessed this if it wasn't for him. :v: It's all forgiven. And Normals. And shadows. And breakable objects. And reflections. And animations. We've got a long way to go, but things are looking up.