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Shadow the Hedgehog general hacking discussion Formely Shadow the Hedgehog test level found

#106 User is offline sewer56lol 

Posted 27 November 2017 - 03:01 AM

  • I eat Sonic Heroes for breakfast.
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View Postcrystallize, on 16 August 2017 - 05:04 AM, said:

This video was posted back in April so I came here expecting lots of new stuff.
...
http://www.youtube.c...h?v=YzmNPQY64pg


Hello there, that's me :3

Unfortunately only today comes the time that I can reply to you regarding this, I'd thought before that I would message you elsewhere but I didn't really find a way to reply that would be appropriate (maybe PM).

Tikal as well as Maria in Shadow The Hedgehog were actually things I didn't touch since around May and were entries originally intended for the Hack Expo, unfortunately the story is that I was very tired, fell asleep and actually accidentally overslept the deadline of the expo, thus not appearing there.

The rigging process for Shadow The Hedgehog models is nearly the exact same to the process of Heroes models for importing, there is a video guide for that by Maxx Light, it's not perfect and doesn't cover materials but it's easy to follow.
Materials wise which that guide doesn't cover, you'd need to reassign Standard Material to RW Material. Do not worry if the texture disappears, it will show if you hit render and in the actual model.

Rigging characters is actually one of the easiest more advanced things you can do in terms of Heroes and Shadow modding as we get to piggyback from the fantastic texture utility MAGIC.TXD and DFF exporter for general model exporting.
Everything else regarding Heroes & Shadow modding are our own tools and formats self reverse-engineered however, with the exception of the tools for CRI Middleware media formats such as ADX, AFS, shared between many games.

The difference between rigging models for Shadow compared to Heroes is specifically that you need to go to Editable Mesh and shift up all of the vertices by the height of the "root body bone" (placed around the crotch area) before exporting otherwise the model will be offset from the skeleton in the final export.This height by which you need to shift up by is generally 5.15.

In order to get proper character blending (not in the original two posted videos and the one linked), you will also need to not export prelights and import certain constant sections from the original file such as the game's lighting system recognizes your character to your own file, this video covers it in-depth:



(There's a summary of exporting steps at 59:09)

Should you wish for a more comprehensive model editing tutorial for Heroes and/or Shadow, feel free to request it, there's a good chance I might do a video about it or write one should it be necessary.

Without further ado, I suppose it's time I release it.

Spoiler
Spoiler

Spoiler


Rail grinding and wall running is a bit wonky since this is actually a mod for Knuckles which was then ported over Shadow and their animations are incompatible (but almost every other characters' are with shadow, damn Knuckles), otherwise it's pretty solid and is still the most advanced Shadow character mod to date.
If you want to swap animations, I've reversed the .MTP (MotionPackage?) file format, you can get an exporter and importer from here: https://gitlab.com/s...56lol/ShadowMTP

Downloads:
Tikal: https://cdn.discorda...777345/Tikal.7z
Maria: https://cdn.discordapp.com/attachments/290472984366284802/334156652150390804/Maria_as_Shadow.7z

For Tikal, take the DFF models from MODELS V2, as well as the files in root folder and repack into shadow.one, with MainMemory's HeroesONE, for Maria simply switch shadow.one. As for rebuilding a GC ROM, I'll leave that to you.

I also found something on my hard drive that I never finished reversing, perhaps it will help someone:

//------------------------------------------------
//--- 010 Editor v7.0.2 Binary Template
//  	File: .BON File (Shadow The Hedgehog External Bone Structure file for Animations, Export from DFF Model)
//   Authors: Sewer56lol
//------------------------------------------------
	struct FILE {
    	struct HEADER 
    	{
        	char	Activator[4];
        	uint	Null;
        	ushort  Unknown;
        	ushort  Entries;
        	float   RootOfBone;
        	char	CharacterNameID[32];
    	} header;

    	struct RECORD {
        	uint	BoneTag; // Properties in 3DS
        	uint	UnknownRootID; // SomeID
        	short   UnknownValue; // Some Value
        	byte	IDOfSplit;
        	byte	UnknownID;
        	int 	NullZero;
        	float   OffsetParentBoneX;
        	float   OffsetParentBoneY;
        	float   OffsetParentBoneZ;
        	int 	Null;   		// Always Null
        	float   UnknownReferenceFloatX;  // Seems to reference something else
        	float   UnknownReferenceFloatY;  // Seems to reference something else
        	float   UnknownReferenceFloatZ;  // Seems to reference something else
        	int 	NullTwo;    	// Always Null
        	float   UnknownFloatX2; // Almost always 1
        	float   UnknownFloatY2; // Almost always 1
        	float   UnknownFloatZ2; // Almost always 1
        	int 	NullThree;  	// Always Null
        	char	UnknownTwo[16];
        	char	BoneName[32];
    	} record[ header.Entries ];

	} file;



## Shadow The Hedgehog .BON Struct
## Sewer56lol

0x10 Header: Constant
0x10 Character Name/Identifier (Must change for porting)

Bone Data | 0x80 Byte Entries till EOF
---------
0x10 X Offset of Parent Bone | Float
0x14 Y Offset of Parent Bone | Float
0x18 Z Offset of Parent Bone | Float
0x60 File Name | End of Entry

Knuckles Reference:
kn_root = Root Bone
kn_j_l2toge1 = Left Spines
kn_j_head = Head
kn_j_m1oge1 = Middle Spines
kn_j_r2toge1 = Right Spines



I'm also going to say that you might see the possibility of both custom levels for this game and exporting levels from this game within the near future.
This post has been edited by sewer56lol: 02 June 2018 - 04:31 PM

#107 User is offline crystallize 

Posted 02 May 2018 - 09:28 PM

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View Postsewer56lol, on 27 November 2017 - 03:01 AM, said:

View Postcrystallize, on 16 August 2017 - 05:04 AM, said:

This video was posted back in April so I came here expecting lots of new stuff.
...
http://www.youtube.c...h?v=YzmNPQY64pg


Hello there, that's me :3



(There's a summary of exporting steps at 59:09)

I tried watching your videos back then, but the length and the manner of presentation with text being typed in real time scared me away.

#108 User is offline sewer56lol 

Posted 02 August 2018 - 01:33 PM

  • I eat Sonic Heroes for breakfast.
  • Posts: 20
  • Joined: 04-June 12
  • Gender:Male
  • Location:United Kingdom
  • Project:[Reloaded] Mod Loader
I had a post to post here, except that I accidentally did the back button gesture on the laptop, and it went poof.
Either way, as a tl;dr:

Not long ago another member of here tybis/LimblessVector let me know that the Sega NN Library menu files present in Shadow The Hedgehog can embed their own RenderWare texture sets.

Well, this morning I got sidetracked into looking at those while updating my own rewrite of MainMemory's HeroesONE; thus I figure I'd share some extracts from these, plenty of juicy proto content in here.

I wouldn't be documenting these on TCRF/anywhere else as my days of proto digging have ended around the end of 2016 as I got tired of it. That said; feel free to re-document this.

Below I'll only be posting the interesting textures, but I'll also post a link to all the assets (extracted embedded RenderWare Texture dictionaries).

-----------------------------------------------

E3RomTitle.xncp (E3 Showfloor Menu Assets), "E3Title" ROM Assets

Spoiler


A fun note on this one is that internally 2P Mode is still referred to as "Battle". Expert mode is referred to as "HRD" (Hard) in game files. Race Mode was scrapped, as you can guess.

ComingSoon.xncp (E3 Showfloor: After you beat a stage), "E3Title" ROM

Spoiler


Wasn't found on the internet, now it is.

E3RomTitle_backup.xncp (Menu assets of Earlier Build of E3 Showfloor ROM), "E3Title" ROM (XBOX US Version Only)


Spoiler


The Level Select Screen tag reads "E3 Version" instead of Stage Select. The Title Screen part list layout is also unseen, as well as the never seen before background.
And yup, these are proto assets for the E3 Showfloor version.


MChara.xncp (Unused Character Title Set when Meeting Character)

Spoiler


The difference between this and the final versions, separated in their own textures is that this one refers to the Doctor as "Eggman" instead of "Dr. Eggman".

mediarom_title.xncp (Title Screen of E3 Trailer ROM), "E3Media" ROM (XBOX USA Only)

Spoiler


Wait... "E3 Media"... What is this?
Well - we've hit a holy grail! This is from the (non-playable) build that was used for creating the media and screenshots to showcase the game at E3; and very notably -
create the Walk of Game Announcement Trailer.

MediaMenu.xncp (Stage Select of E3 Trailer ROM), "E3Media" ROM
Spoiler


Welp, here's our stage select for the "E3Media" ROM. Hey, even the two stages available here just happen to be the ones shown at Walk of Game Trailer.


------------

Here's a download to all the embedded texture assets, if you want to take a look at them:
https://my.mixtape.moe/ptuklk.7z

I know of many more neat, unused and unposted proto stuff for Shadow; that I never got around to documenting (thus are undocumented).

A while ago (~2016) I wanted to post them on Retro (and many other things), but I had no posting priviledges. As I've no plans to take a long to write in my very lengthy, large word count style, I probably wouldn't be strictly documenting them at any point - but I'll probably post a few more things in here on another day if that's what people want to see.

I'm on vacation and my laptop doesn't have all the Shadow ROMs on it, so I've only done GameCube JP and XBOX USA.

If you want to poke about and look for some assets yourself on the PS2 version or other regions,then here's a short guide on dumping them;


1. Get all of the *ncp files with a "FAPC" identifier/4 byte header at the start of the file.
2. Get offset to Embedded Texture Dictionary from file offset 0x04.
3. Add +12 bytes to that offset (metadata header length) and copy the RenderWare Texture Dictionary away.*

*It you want to know the length of the RW Texture dictionary, it's at 0x4 from the start of it. Though they always seem to end at the end of file.

This post has been edited by sewer56lol: 03 August 2018 - 06:04 PM

#109 User is offline Lanzer 

Posted 03 August 2018 - 08:25 PM

  • The saber calls for its master...
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Awesome, Nice finds! that early Shadow logo, wonder if anybody can get that uprezzed and cleaned up?

Dude I'm looking forward to this, especially that Walk Of Game content you found. post everything you got even the minor stuff.

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