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Sonic X-treme Textures and Defs General Discussion & Hacking

#406 User is offline Tobibrocki 

Posted 25 January 2010 - 09:17 PM

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I just read that Project-S was chanceled, thing is I didn't visit TSS and other News sites for a while and while searching for ASR Screenshots on TSS I found that News and I was like "The Hell???"! :/ So yeah, I'm a lil late to the Party! ^^ยด Time to reactivate this thread here a bit! wink.png

Anything new here? Hows are the engines coming along?
This post has been edited by Tobibrocki: 25 January 2010 - 09:22 PM

#407 User is offline Andrew75 

Posted 26 January 2010 - 10:05 AM

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Top secret......


#408 User is offline Tobibrocki 

Posted 26 January 2010 - 10:18 AM

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DROOOOOLLLLLLL!!!!!!!!! :V```

It does look like its running on a Saturn ...., hehe, probably doesn't run on a Saturn actually! ^^ But seriousely, if this is from your engine then HOLY MACRO!!!! :D And you made it look grainy and old like its a scan from a magazine, genius! ^^
This post has been edited by Tobibrocki: 26 January 2010 - 10:22 AM

#409 User is offline Andrew75 

Posted 26 January 2010 - 10:29 AM

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QUOTE (Tobibrocki @ Jan 26 2010, 10:18 AM)
DROOOOOLLLLLLL!!!!!!!!! :V```

It does look like its running on a Saturn ...., hehe, probably doesn't run on a Saturn actually! ^^ But seriousely, if this is from your engine then HOLY MACRO!!!! :D And you made it look grainy and old like its a scan from a magazine, genius! ^^


Actually you may laugh at this,,, That screenshot was taken from a projector at my teammate Xeniczone's house,
the colors are all washed out looking which adds a bit of faked bloom to it as well as the graininess, ( looks Bad ass huh?)
We could emulate the look in game if we wanted, but the Saturn version did not have these effects so, we wont be adding them, >__<
This post has been edited by Andrew75: 26 January 2010 - 10:30 AM

#410 User is offline Tobibrocki 

Posted 26 January 2010 - 10:46 AM

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Well, I did laugh indeed, I thought like "REVOLUTIONARY NEW FILTER TECHIQUE", now its like "PROJECTORS ... HORRAY"! objection.gif

I have to say this, its better when the finished version looks clean and doesn't use Bloom or so cause it kills the possibility to play it well on an older machine, also you probably see stuff better without bloom and grainyness! wink.png I wonder how you plan to do the Level transitions and cutscenes(if there are any planned)!?

#411 User is offline Energy 

Posted 26 January 2010 - 11:05 AM

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looks good smile.png

#412 User is offline Xeniczone 

Posted 02 February 2010 - 03:55 PM

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QUOTE (Tobibrocki @ Jan 26 2010, 10:46 AM)
Well, I did laugh indeed, I thought like "REVOLUTIONARY NEW FILTER TECHIQUE", now its like "PROJECTORS ... HORRAY"! objection.gif

I have to say this, its better when the finished version looks clean and doesn't use Bloom or so cause it kills the possibility to play it well on an older machine, also you probably see stuff better without bloom and grainyness! wink.png I wonder how you plan to do the Level transitions and cutscenes(if there are any planned)!?


Actually I think this happened when the light reflected off the semi-gloss wall and off the camera lenze, creating a bloom effect.

Andrew and I had a little discussion about what resolution to make the game either 320 or 640. 320 would have given it that blocky saturn look, but 640 would be blocky but not as bad. Modern hardware limitations do not allow for 320x240 resolutions, so we went with 640x480. We could use a render to texture function to take the 320x240 texture and stretch it up to 640x480, but it would be a waste of resources. So in conclusion, modern computers won't give us the crap factor we wanted. sad.png

#413 User is offline Hodgy 

Posted 02 February 2010 - 06:22 PM

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make it render at 320x240 and upscale it to 640x480?

#414 User is offline SANiK 

Posted 31 March 2010 - 07:11 PM

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And for those that care, the updated version of the DEF file viewer.
Just drag & drop the DEF onto the program.

My favorite level is JG_07.DEF.

http://sanik.hacking-cult.org/SXDefView.zip
This post has been edited by SANiK: 31 March 2010 - 07:12 PM

#415 User is offline Andrew75 

Posted 01 April 2010 - 05:01 PM

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QUOTE (SANiK @ Mar 31 2010, 08:11 PM)
And for those that care, the updated version of the DEF file viewer.
Just drag & drop the DEF onto the program.

My favorite level is JG_07.DEF.

http://sanik.hacking-cult.org/SXDefView.zip


Nice release there SaniK!
its Just the perfect day to have a real release, I love it !
I see you fixed the block scales. along with a bunch of new additions!
Keep up the good work my friend !

Now for some evil art eye nitpicking~ (Blah)
(don't take it personal as I know that your viewer probably is not finished yet or u choose to release something more early than the current viewer)
The mapping is pretty messy, are you trying to emulate the Saturn look and feel??
( must have been fun setting that up)
I don't see any of that distortion happening anywhere in the video though.

Some minor tweaks: ( You are probably aware of it already)
I feel that the waterfall foam is incorrectly UV mapped.
As well as water/waterfall UV mapping being incorrect.

Whats with the camera pushing level geometry? trying to emulate a draw distance effect in the forground?
Don't worry I wont pick on the fish eye being off, thats understandable.


This post has been edited by Andrew75: 01 April 2010 - 05:04 PM

#416 User is offline SANiK 

Posted 01 April 2010 - 10:57 PM

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QUOTE (Andrew75 @ Apr 1 2010, 06:01 PM)
I see you fixed the block scales. along with a bunch of new additions!

Happy Spring Sunshine Day.

QUOTE (Andrew75 @ Apr 1 2010, 06:01 PM)
The mapping is pretty messy, are you trying to emulate the Saturn look and feel??

( must have been fun setting that up)
I don't see any of that distortion happening anywhere in the video though.

Whats with the camera pushing level geometry? trying to emulate a draw distance effect in the forground?
Don't worry I wont pick on the fish eye being off, thats understandable.

It's a limitation/bug of the fish eye algo I've implemented.

QUOTE (Andrew75 @ Apr 1 2010, 06:01 PM)
Some minor tweaks: ( You are probably aware of it already)
I feel that the waterfall foam is incorrectly UV mapped.
As well as water/waterfall UV mapping being incorrect.

A lot is incorrect. Will I fix it? Probably not. Will I release the source code? Probably not.


#417 User is offline Andrew75 

Posted 01 April 2010 - 11:18 PM

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QUOTE (SANiK @ Apr 1 2010, 11:57 PM)
A lot is incorrect. Will I fix it? Probably not. Will I release the source code? Probably not.

Hey now, wasn't asking for anything, but it would be nice to see a finished product.
( we have our own fish eye engine by the way) but thanks to your first fish eye viewer, we were able to model level geometry from scratch using screens of models in your viewer as refrence material.

something that would be awesome if you would do it , a 3DS conversion of the DEF files.
would save about a month of modeling work. ( when we get back to the fish-eye project)
This post has been edited by Andrew75: 01 April 2010 - 11:29 PM

#418 User is offline Zallirog 

Posted 02 April 2010 - 06:28 AM

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All this Sonic Xtreme stuff looks awesome! I always wondered ever since I was a kid and read the articles about it what it would be like. I was so sad it was canceled. Mainly because I had a Sega Saturn when I was a kid and I was waiting for the first 3D Sonic game when I read about Xtreme. Unfortunately all we ever really got that was close was Sonic R which was fun at the time but I always wondered what it would have been like to play Xtreme.

Hope you guys might at some time in the future have something playable. It would be awesome to see and experience the Sonic game that never was.
This post has been edited by Zallirog: 02 April 2010 - 06:34 AM

#419 User is offline Andrew75 

Posted 02 April 2010 - 07:28 AM

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Right now I'm working on Sonic CD remix,
Waiting for Xeniczone to finish school this summer, so we can continue AXSX.( sonic xtreme project)

Not sure what SANiK's plans are for his fisheye Viewer, but I hope he makes a playable game or something with it.
This post has been edited by Andrew75: 02 April 2010 - 07:34 AM

#420 User is offline Lostgame 

Posted 02 April 2010 - 08:40 AM

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Has anybody considered trying to maybe live trace these in Illustrator to perhaps make a higher-resolution version? I think it would be neat.

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