I'm in complete support of this. Getting closer to the Sonic R models is always a good thing.
Sonic R Hacking Because somebody should.
#122
Posted 17 February 2011 - 08:56 AM
I'm still very interested as well, I just got distracted by another project again (curse you, Zelda :P)
No promises, but I'll try and get back into this here next week.
No promises, but I'll try and get back into this here next week.
#123
Posted 17 February 2011 - 05:17 PM
I'm very much interested, I've wanted these models for an eternity. Plus it could help open the door for possible in game model replacements in the future.
#124
Posted 17 February 2011 - 05:26 PM
I'm very much interested, I've wanted these models for an eternity. Plus it could help open the door for possible in game model replacements in the future.
I have no knowledge of importing models, but... if that became possible, could later models like the ones from SADX or Unleashed be put in, or is the game still limited to the limits of the Saturn?
#125
Posted 17 February 2011 - 05:30 PM
Unless they specifically programmed limits, it's only limited by RAM and DDraw/D3D's limits. Also, I'm trying to port obj2nj to SRMDL now.
Edit: SADX Sonic's head loads fine in SRMDL, but crashes Sonic R.
Edit: SADX Sonic's head loads fine in SRMDL, but crashes Sonic R.
This post has been edited by MainMemory: 17 February 2011 - 06:35 PM
#126
Posted 19 February 2011 - 02:03 PM

found some geometry parts of the level (format is slightly different however).
I have not much time for this right now, but thank you all for keeping me motivated.
#127
Posted 19 February 2011 - 04:27 PM
Looking good.
xdaniel, you reverse the Z & X for the translation and rotation, but if SEGA did reverse the X and Z, then you can expect that the original vertex data is reversed as well, but you load the vertex data as X Y Z. Though, I played around with various combinations to try to see which if any gets the model's bones lined up, but I had no luck. There was always a body part that would be off.
xdaniel, you reverse the Z & X for the translation and rotation, but if SEGA did reverse the X and Z, then you can expect that the original vertex data is reversed as well, but you load the vertex data as X Y Z. Though, I played around with various combinations to try to see which if any gets the model's bones lined up, but I had no luck. There was always a body part that would be off.
#128
Posted 21 March 2011 - 08:11 PM
Oh man! What a pleasant surprise to find more people working on this! Do you guys think it's possible to load the scenery now? Or is that a different matter altogether?


