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

#1726 User is offline Dark Sonic 

Posted 04 May 2012 - 11:52 AM

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View PostLanzer, on 04 May 2012 - 01:14 AM, said:



Someone really needs to look more into this, it's literally the one thing stopping classic Sonic in 3D from actually working really well. If we just had the power of classic's spindash and the ability to go anywhere in 3D, then modern would have a run for his money.

Oh and that wave ocean thing is just awesome. I'm amazed, this game came out less then a year ago and already the hacking has progressed far beyond that of Sonic Adventure.

#1727 User is offline Turbohog 

Posted 04 May 2012 - 12:06 PM

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All the work has been fantastic on Generations and I'm really impressed. But don't ignore all the work that's been done on Sonic Adventure. Thanks to MainMemory and the work of others, it's completely possible to make custom levels in SADX as well.

#1728 User is offline Dark Sonic 

Posted 04 May 2012 - 12:16 PM

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View PostTurbohog, on 04 May 2012 - 12:06 PM, said:

All the work has been fantastic on Generations and I'm really impressed. But don't ignore all the work that's been done on Sonic Adventure. Thanks to MainMemory and the work of others, it's completely possible to make custom levels in SADX as well.

Nah I totally appreciate what they've done, but the speed that all this work has been done boggles the mind.

#1729 User is offline ultima espio 

Posted 04 May 2012 - 01:36 PM

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I'm kinda curious as to how the Adventure/2/Heroes levels would work in Generations. It would be quite interesting...

#1730 User is online Dude 

Posted 04 May 2012 - 01:47 PM

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View Postultima espio, on 04 May 2012 - 01:36 PM, said:

I'm kinda curious as to how the Adventure/2/Heroes levels would work in Generations. It would be quite interesting...


Not very well, you either have to scale the level up a ton, or redesign the entire thing due to the Sonic's wide turning radius in generations. His acceleration curve also is different enough to make the level designs not work well.
This post has been edited by Dude: 04 May 2012 - 01:47 PM

#1731 User is online iGamr 

Posted 04 May 2012 - 02:18 PM

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View PostDario FF, on 04 May 2012 - 11:32 AM, said:

My editor maps the raw meshes without skeletons 1:1, so let's see.

Spoiler


According to the editor the AABB for each model is the following:
AABB size for mesh chr_Sonic_HD: 1.12773, 1.10322, 0.765716
AABB size for mesh SonicRoot: 1.12773, 1.10322, 0.765716

Even if they're very similar, there's a lot of naming inconsistencies with bones and how they're used... trying to map one skeleton of animation to the other's model and viceversa just has some ugly results. If you want it to be accurate it's better to use the original model.

So while it seems the raw models are very similar(poly count differences), I can indeed confirm it's different ingame though! I think his animations are just too different...

Even the havok skeletons match up quite well... Perhaps the skeleton inside the model have too many differences instead.


Is there a chance that, for the sake of troubleshooting and/or analysis, you could upload a video demonstrating these "ugly results" that happen when attempting to remap one skeleton's animation to the other? It'd be nice to actually SEE just how the animations mess up. (I'm not trying to say that you should make the character animations a major priority, but it almost never hurts to let everyone else take a mental crack at it.)

#1732 User is offline mitaknight 

Posted 04 May 2012 - 10:48 PM

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View PostDario FF, on 30 April 2012 - 10:38 PM, said:



I know this video is old, but at 0:17 but those rotating pillars don't quite seem to line up straight. Was it like that in the original game?

#1733 User is online iGamr 

Posted 05 May 2012 - 04:35 PM

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View Postmitaknight, on 04 May 2012 - 10:48 PM, said:

View PostDario FF, on 30 April 2012 - 10:38 PM, said:



I know this video is old, but at 0:17 but those rotating pillars don't quite seem to line up straight. Was it like that in the original game?


Do you mean the actual pillars or the platforms rotating around them? I don't see anything that looks misaligned to me, but I do remember an older Chunan video having some of the spinning platforms not lining up quite right...

#1734 User is offline Master Emerald 

Posted 05 May 2012 - 05:06 PM

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Oh yeah the platforms are a bit misaligned in that video!

#1735 User is offline Turbohog 

Posted 05 May 2012 - 06:24 PM

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Correct me if I'm wrong, but I think that is due to the fact that those platforms are really just the platforms from sky sanctuary with different textures...so it's no big deal.

I also got a chance to mess around with Sonic Glvl a bit today and I'm really impressed Dario. I can't wait to work with it some more.

#1736 User is offline Dario FF 

Posted 05 May 2012 - 06:35 PM

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The problem with the platforms is that the amount of types they have are hardcoded. There's at most 2 types of Platforms I think in Sky Sanctuary. The only way I've got to work with it is replace the models with the ones from Chu-nan(I don't do re-skins guys, geeze). So when I've got it working I will implement the one quarter platform(the ones you see in the video) and the full platform(I couldn't get it to work last time). The Half and three quarter platforms have to be made up from the one quarter ones, hence the aligning problems since I was pretty much guessing what Phase/Rotation values were needed.

#1737 User is online iGamr 

Posted 05 May 2012 - 07:49 PM

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View PostDario FF, on 05 May 2012 - 06:35 PM, said:

The problem with the platforms is that the amount of types they have are hardcoded. There's at most 2 types of Platforms I think in Sky Sanctuary. The only way I've got to work with it is replace the models with the ones from Chu-nan(I don't do re-skins guys, geeze). So when I've got it working I will implement the one quarter platform(the ones you see in the video) and the full platform(I couldn't get it to work last time). The Half and three quarter platforms have to be made up from the one quarter ones, hence the aligning problems since I was pretty much guessing what Phase/Rotation values were needed.


Just out of curiosity, does using multiple one-quarter platforms instead of one half- or three-quarter- platforms make any difference performance-wise? (Also, again, is there a chance that you could show us those "ugly results" for the skeleton animation reassignments?)

----------EDIT INSTEAD OF NEW POST----------

Holy CRAP, look what someone did!



That's awesome!

EDIT WITHIN AN EDIT: Here's the original Sonic Retro thread.
This post has been edited by iGamr: 06 May 2012 - 11:40 AM

#1738 User is offline Lanzer 

Posted 06 May 2012 - 06:20 PM

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Quote

http://www.mediafire...5zgrc2b1jvdg83z

I decided that I may as well just release the current version.

There are still a lot of issues with it that I hope to fix, I'll be releasing an updated version whenever I can do GIA. Everything is set up for use with Korama's CPKREDIR.

If you have any suggestions for the stage, feel free to share them.

Done using SonicGLvl and Dude's spline exporter.


Suggestions guys? hes over at SSMB at the moment so if you got an account there you can tell him at the Gens. hacking topic.

#1739 User is offline Lobotomy 

Posted 06 May 2012 - 11:38 PM

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'Sup fags, I'm releasing a mostly complete, but still unfinished version of Fixing Generations FOREVER.
Changelog and download is in the link. The reason I'm using my website is because I'm sick and tired of making separate posts for every forum I go to.

#1740 User is offline Aerosol 

Posted 07 May 2012 - 12:42 AM

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Looks good to me bro. Definitely looking forward to you giving Super Sonic a grinding animation. I agree, him floating on a rail does look stupid as shit.

edit:some stupid shit happened here.
This post has been edited by AerosolSP: 07 May 2012 - 12:45 AM

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