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

#3601 User is online Dario FF 

Posted 17 May 2013 - 11:24 AM

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View PostJason, on 17 May 2013 - 11:15 AM, said:

Neat. Can we expect a new version of SonicGLvl with these additions soon? I've decided to make a level over the summer (with Dude's tutelage), so the latest stable build is always good to have.


Sadly not soon, as this is part of my effort in re-writing the entire editor as I mentioned in a post several months ago. But so far it's looking pretty good. Don't worry though, not much is changing on the entire process. Your scenes will be compatible with it.

The benefits of it being a separate formats library decoupled from the GUI is already starting to help me a lot with this.
This post has been edited by Dario FF: 17 May 2013 - 11:26 AM

#3602 User is offline Faseeh 

Posted 17 May 2013 - 08:18 PM

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>Custom Particles


THANK YOU SO MUCH.

NOW I CAN MAKE RAIN IN FROG FOREST AND LET THE SKY CHANGE AND SO YOU HAVE A SORT OF RAIN THINGY, YEAH.


Well, I honestly wanna get the gameplay perfect first, fix the current graphical glitches and then think about those.

#3603 User is offline Retroman 

Posted Yesterday, 12:12 AM

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I think everyone would agree that a Modern and Classic Angel Island Zone would be epic!

Have Classic Sonic's level one be at night and have this music playing
https://soundcloud.c...on/night-island
This post has been edited by Retroman: Yesterday, 12:12 AM

#3604 User is offline Faseeh 

Posted Yesterday, 05:21 AM

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Right, a bit of a question, any who can help fix just one UV problem on Frog Forest? Or at least teach? I don't seem to be able to get it. :I

All of the other seams and texture problems are cos of problems with Glvl or maybe Ogre. This one is in the max file itself. Would be really nice if anyone could! :)

#3605 User is offline Paraxade 

Posted Yesterday, 05:10 PM

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If I can make a suggestion on Frog Forest, add some dash panels to the big corkscrews to speed Sonic up a lot there. They look a lot cooler going faster and the player doesn't have to spend as much time doing absolutely nothing - win-win. Also think quite a few of the cameras need some work, and a lot of parts of the layout look confusing, but meh. Looks alright so far.

#3606 User is offline Retroman 

Posted Yesterday, 06:10 PM

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View PostParaxade, on Yesterday, 05:10 PM, said:

If I can make a suggestion on Frog Forest, add some dash panels to the big corkscrews to speed Sonic up a lot there. They look a lot cooler going faster and the player doesn't have to spend as much time doing absolutely nothing - win-win. Also think quite a few of the cameras need some work, and a lot of parts of the layout look confusing, but meh. Looks alright so far.


Also If I can make another suggestion, add a downhill area with obstacles, then after a loop you jump off to mushroom hills and you go downhill straight to the rocket place, and then you fall in the air. You collect rings, then you find the water slide from Chemical Plant Zone and make a water section on the ground.

I know I am annoying, and I don't care if I am.

#3607 User is offline Faseeh 

Posted Yesterday, 08:09 PM

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View PostParaxade, on Yesterday, 05:10 PM, said:

If I can make a suggestion on Frog Forest, add some dash panels to the big corkscrews to speed Sonic up a lot there. They look a lot cooler going faster and the player doesn't have to spend as much time doing absolutely nothing - win-win. Also think quite a few of the cameras need some work, and a lot of parts of the layout look confusing, but meh. Looks alright so far.


Aaah, alright, I realised I needed to. People in the comments were saying that. Yeah, my cameras are meh. Hyuga says he'll be able to help sometime soon. And the layout, yeah I'm not totally finished with it. Anyways, thanks!

#3608 User is offline Aquaslash 

Posted Yesterday, 09:07 PM

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View PostRetroman, on Yesterday, 12:12 AM, said:

I think everyone would agree that a Modern and Classic Angel Island Zone would be epic!

Have Classic Sonic's level one be at night and have this music playing
https://soundcloud.c...on/night-island

Wouldn't modern just be the Brawl version? It's match up with the Flying Battery one that's in the recent M&S olympics

#3609 User is offline Retroman 

Posted Yesterday, 10:16 PM

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View PostAquaslash, on Yesterday, 09:07 PM, said:

View PostRetroman, on Yesterday, 12:12 AM, said:

I think everyone would agree that a Modern and Classic Angel Island Zone would be epic!

Have Classic Sonic's level one be at night and have this music playing
https://soundcloud.c...on/night-island

Wouldn't modern just be the Brawl version? It's match up with the Flying Battery one that's in the recent M&S olympics

Yeeeeaaaaahhh!

I wonder if day to night transitions are possible.
This post has been edited by Retroman: Yesterday, 10:20 PM

#3610 User is offline Faseeh 

Posted Yesterday, 10:29 PM

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View PostRetroman, on Yesterday, 10:16 PM, said:

I wonder if day to night transitions are possible.


It should be possible with the sky changes, and lightfield. Not gonna be easy but ya know. It'd be sudden though so yeah.

#3611 User is offline ShadowsofYesterday 

Posted Today, 04:35 AM

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How possible is super music? Or at least a transformation sound clip like in Colours, where he yelled "Super Sonic!"?

#3612 User is offline Faseeh 

Posted Today, 06:36 AM

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http://info.sonicret...nic_Generations

Made a spline tutorial.

Well, I found the Youtube video by brianuu to be not too easy to understand, and I sorta learnt this all from scratch with the help of 1stkirbyever. Do tell me if I made some mistakes as I did this in a day :/ And sorry about it.

Hope someone finds this useful!

And it seems I'll be finishing Pyramid Cave after Frog Forest.

EDIT: Added a stage loading path thingy in notes.
This post has been edited by Faseeh: Today, 08:21 AM

#3613 User is offline Sarsion 

Posted Today, 01:22 PM

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Hey guys, long time reader, first time poster!

I've started working again on my Sonic 1 remake mod (had to take a couple months off due to personal reasons but I'm back on a roll once again). Big thanks to Parax and JoeTE for their help via PMs over the past week or so for some issues I've come across. It's helped a lot.

I'm getting a new problem now. All of yesterday I spent trying to use one of the GHZ Classic palm trees in my GHZ remake (exported the whole level as a .DAE from SonicGLvl then isolated the palm trees, re-textured, etc.) and I went through a long and painful (20+ hour) process of figuring out that residual Vertex-Coloring was messing me up. Here's a fun little slideshow of what I went through.

Posted Image

Anyway, as you can see in the last image, I've got a separate problem now; the opacity maps are causing havoc with how the images are drawn.

Here's a quick example image of what I mean. I've textured three intersecting boxes and decorated them with the palm tree's materials.
(Note that I'm testing this using a temporary ObjectPhysics object in SonicGLvl and not as imported terrain, as it allows me to see opacity maps as they are going appear in the game instead of diffuse planes which GLvl seems to use for terrain)

Posted Image

I figure it's likely either a shader thing (since I'm not entirely sure how any of the shaders actually work) or something to do with my opacity map's setup in Max, but I can't figure it out for the life of me.

Hopefully someone else has run into this problem or can answer at a glance so I can sleep peacefully tonight. :v:
This post has been edited by Sarsion: Today, 01:23 PM

#3614 User is online Dude 

Posted Today, 01:34 PM

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Go into your sonicglvl/help/ folder and open up tutorial_example_materials.png in a photo viewer. It should explain what's going on.

#3615 User is offline Sarsion 

Posted Today, 03:29 PM

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View PostDude, on Today, 01:34 PM, said:

Go into your sonicglvl/help/ folder and open up tutorial_example_materials.png in a photo viewer. It should explain what's going on.
This is perfect. I've read those over a bunch before, but I never quite understood how they were supposed to be used, then I found Dario's original post on the matter, and putting them in the material names makes a lot of sense.

Figured that it was the boolean one that was in requirement, so used that in the relevant material names et voilĂ !

Posted Image

Thanks for pointing that out for me, Dude! :)

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