I just pushed a couple of new tools to the repository. All these tools are currently using the Qt Framework
for its UI and the Open Asset Import Library "Assimp"
for supporting a wide range of popular 3D formats with one consistent programming interface. This allows us to slowly move the workflow for creating custom Generations stages outside of Autodesk's tools. I'd appreciate if you could test them out.
A fully-fledged terrain importer. While being much more capable of dealing with large amounts of geometry and node counts (it will take a while to get used to this, but you'll want to replicate the node distribution of a Generations stage), it also supports the creation of custom Terrain groups that can be manually loaded or unloaded. It also has a much more powerful system for importing to certain mesh layers. All details are in the application.
A very powerful Global Illumination Atlas importer for all stages, whether custom or even the originals. It contains two operation modes. One mode, Pre-Render, allows you to create the GI Atlas group distribution and test it out in-game with debugging colors. This includes auto-generating the texture sizes depending on the node sizes, using reference paths for quality settings and multiple variables to configure. As the name denotes, this mode is meant to test out your GI distribution before proceeding with an expensive process like rendering the stage. The Post-Render mode allows you to import individual lightmaps or shadowmaps on top of existing GI groups. This goes for both regular stages and custom stages. This makes working with GI much easier, as it detaches the group generation process from the painting process, which can require a lot of trial & error depending on the result ingame.
A pretty bare-bones tool that allows you to import a model in a common 3D format and convert to use as the collision for a stage. Supports adding properties via custom tags.
The patron for the development of these tools was TwilightZoney
, so be sure to send him your thanks if you find these useful. The development of these started around March of this year.
Couple of pending issues that should be resolved if possible:
- Using a good and open source DDS encoder. The only one capable of good DXT5 textures I found was Nvidia's tool so far.
- A good Compression/Decompression CAB LZX library. Relying on Microsoft's tools is very unreliable, and they're currently broken in the Windows 10 anniversary update.
Any documentation on how to use these is best kept to the Sonic Community Hacking Guide for Generations
. All the tools include links to this page.
A couple of experiments done with these:
This functionality being moved away from GLVL should help lighten the amount of features that need to be done for the rewrite in the future.
Possible future features:
- Support for Skeletons and Rigging on Hedgehog Converter.
- Support for Lost World and Unleashed. Lost World is almost done, it just needs to be verified to be working as intended.
- Skeleton, Animation and Dynamic Rigid Bodies with Convex Hulls support for HavokConverter.
- Some way to create and edit lights that doesn't rely on a 3D model format. These tools do not currently support light editing, so you'll just have to grab those from the original GLVL converter that uses the Ogre formats or write a custom tool using LibGens.
This post has been edited by Dario FF: 27 August 2016 - 04:14 PM