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

#1051 User is offline Dario FF 

Posted 09 February 2012 - 01:19 PM

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

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:!


Agreed, nice to see yours has some thought into it. But I'm looking forward to anyone who does custom animations actually, which is possible at the moment.

Anyway, loading up the stage data and textures directly from the game files into my editor.
Posted Image

I gotta figure out how to read the UV mapping and normals(they must be in the vertex data), and I'm only reading the diffuse maps at the moment because I'm not exactly sure what determines how many maps a material has. Perhaps the "common_dpn", "common_dn" thing?(diffuse, pow, normals). And I'm not sure about displacement maps. :V There's also geometry that really shouldn't be there because it's supposed to be stuff you see far away, but is unloaded as you travel through the level. Here I'm just loading all the terrain chunks, and I look forward to do streaming of the terrain data to keep performance nice and tight.

The editor also caches the unpacked files into its folder to avoid the 1-2 minutes of unpacking everything and just load it up if the PFD hash hasn't changed. Otherwise, it unpacks it all over again.

In theory all I could try exporting now into the game is just changing the position of the geometry(and they're individual objects so it's not much of a problem). Not delete nor create stuff since the full file formats haven't been figured out yet. (The biggest problem in particular is the weird "signature" after the end of file which is identified by the filename as a string without extension)
This post has been edited by Dario FF: 09 February 2012 - 01:23 PM

#1052 User is offline MainMemory 

Posted 09 February 2012 - 01:56 PM

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This looks so much better than SADXLVL(2) and it only took you a fraction of the time. Maybe you should be the one working on a new SADX level editor.

#1053 User is offline Felik 

Posted 09 February 2012 - 02:18 PM

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View PostMainMemory, on 09 February 2012 - 01:56 PM, said:

This looks so much better than SADXLVL(2) and it only took you a fraction of the time. Maybe you should be the one working on a new SADX level editor.

Why would he spend time on making a level editor for a game that is inferior to Sonic generations (engine wise and graphical wise)?
Sure it's just my opinion but the only thing that's better in SA (gameplay wise) is level design (well, ok, and no boost) and changing level design is the very goal of the level editor.
This post has been edited by Felik: 09 February 2012 - 02:27 PM

#1054 User is offline MainMemory 

Posted 09 February 2012 - 02:21 PM

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I guess I can just quit SADX hacking then. Nobody cares anyway.
This post has been edited by MainMemory: 09 February 2012 - 02:22 PM

#1055 User is offline Lobotomy 

Posted 09 February 2012 - 02:25 PM

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View PostMainMemory, on 09 February 2012 - 02:21 PM, said:

I guess I can just quit SADX hacking then. Nobody cares anyway.


Not if your hacks can be easily ported to the Dreamcast version of Adventure. If you can do that, I totally care.
This post has been edited by Lobotomy: 09 February 2012 - 02:25 PM

#1056 User is offline Aerosol 

Posted 09 February 2012 - 02:25 PM

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Holy shit Felik you must be high.

#1057 User is offline Dario FF 

Posted 09 February 2012 - 02:49 PM

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View PostMainMemory, on 09 February 2012 - 01:56 PM, said:

This looks so much better than SADXLVL(2) and it only took you a fraction of the time. Maybe you should be the one working on a new SADX level editor.

Of course not. I'm mostly lazy when it comes to adding needed features which I haven't got to adding(undo/redo, object locking, better controls, etc.), and you always answer to requests pretty quickly. (Plus you got an auto-updating server IIRC). I can't even figure out this crappy windows focus issue that's been bugging me for almost a month.

Besides, most of the figuring-data out was done by darkspines here anyway, not me. :v:

On-topic, do you mind if I include your archive editor in the separate tools folder? I mostly call it in my program to unpack/repack everything I need, and it works great most of the time. I would include any readme/license/credits you want in the folder.

Quote

Why would he spend time on making a level editor for a game that is inferior to Sonic generations (engine wise and graphical wise)?
Sure it's just my opinion but the only thing that's better in SA (gameplay wise) is level design (well, ok, and no boost) and changing level design is the very goal of the level editor.

I don't like the Adventure games. :X I do admire the hacking work on it though.
This post has been edited by Dario FF: 09 February 2012 - 02:49 PM

#1058 User is offline MainMemory 

Posted 09 February 2012 - 02:56 PM

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View PostDario FF, on 09 February 2012 - 02:49 PM, said:

Of course not. I'm mostly lazy when it comes to adding needed features which I haven't got to adding(undo/redo, object locking, better controls, etc.), and you always answer to requests pretty quickly. (Plus you got an auto-updating server IIRC). I can't even figure out this crappy windows focus issue that's been bugging me for almost a month.

You're describing SonLVL. SADXLVL2 on the other hand has been sitting for three months with no updates and only occasional work.

View PostDario FF, on 09 February 2012 - 02:49 PM, said:

On-topic, do you mind if I include your archive editor in the separate tools folder? I mostly call it in my program to unpack/repack everything I need, and it works great most of the time. I would include any readme/license/credits you want in the folder.

Go right ahead.

#1059 User is offline KuroBit 

Posted 09 February 2012 - 05:18 PM

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View PostChimera, on 08 February 2012 - 10:42 PM, said:

Also people are aware we can make custom animations, yes?

View PostDario FF, on 09 February 2012 - 01:19 PM, said:

But I'm looking forward to anyone who does custom animations actually, which is possible at the moment.

Woah woah wait, what?? Where can I find information on this?

#1060 User is offline Dario FF 

Posted 09 February 2012 - 05:30 PM

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View PostKuroBit, on 09 February 2012 - 05:18 PM, said:

View PostChimera, on 08 February 2012 - 10:42 PM, said:

Also people are aware we can make custom animations, yes?

View PostDario FF, on 09 February 2012 - 01:19 PM, said:

But I'm looking forward to anyone who does custom animations actually, which is possible at the moment.

Woah woah wait, what?? Where can I find information on this?


In theory, using a popular 3D editor with the plugins from the Havok content tools(latest version will work fine, but make sure you get the right 32bit or 64bit for your 3D editor). Exporting an animated skeleton should work, although I'm not sure if they have to be named with some specific names. We're pretty much doing the same for collision level meshes.

Perhaps try to import a model using darkspines script? They come with skeletons too.

Mind you the exported format should be a Win32 Packfile.
This post has been edited by Dario FF: 09 February 2012 - 05:32 PM

#1061 User is offline STHX 

Posted 10 February 2012 - 08:40 AM

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Pack it up folks. The peak of the series is right here.

#1062 User is offline Dario FF 

Posted 10 February 2012 - 09:52 AM

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View PostSTHX, on 10 February 2012 - 08:40 AM, said:



Pack it up folks. The peak of the series is right here.

Loved it the first time I saw it, still loving it. Although that makes me wonder if you could somehow use that to mimic the motobug racers from Colors into an stage.

Also, I'm trying to fix the UV mapping. While it looks correct in some parts, it doesn't in some other models. I'm not sure if there's something that says "flip uvs" or use other style of uv wrapping(clamping, border color, mirroring, or just wrapping). Also just loading up diffuse maps at the moment, but it seems that indeed the string determines the type of maps it has.

Slapping some shadows to see if I can kill my GPU. (Also using the light directly from the binary .light file)
Posted Image
This post has been edited by Dario FF: 10 February 2012 - 09:52 AM

#1063 User is offline Hitaxas 

Posted 10 February 2012 - 10:57 AM

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Ouch, 16 FPS? What kind of machine are you running this on? I wouldn't mind it if shadows were removed to increase the framerate though, that is if it requires more than a decent graphics card and a dual core processor.

Nice work altogether, I cannot wait to see hacks of Generations in the same manner we see hacks of the Genesis/Mega Drive games.

#1064 User is offline Donnyku 

Posted 10 February 2012 - 11:04 AM

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because this is a long topic, I have to ask now that I got a PC that can play Generations at max settings. How do I change the music/characters? is there tutorials for this yet?

#1065 User is offline Turbohog 

Posted 10 February 2012 - 11:53 AM

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View PostMainMemory, on 09 February 2012 - 02:21 PM, said:

I guess I can just quit SADX hacking then. Nobody cares anyway.

Just to let you know, I love the progress you've made on SADX hacking. Although I prefer SA2 over SADX...but alas, there's no pc version of SA2.

On topic, the progress you're making is also fantastic Dario. And while I don't think there are any tutorials yet, replacing music shouldn't be too difficult at least Donnyku. Although it might be a pain to find whatever song you want to replace...

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