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

#1831 User is offline Dario FF 

Posted 26 May 2012 - 02:36 PM

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It looks fine to me except for these snippets:
23:20:10: D3D9 Device 0x[031F01C0] entered lost state
23:20:10: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
23:20:10: !!! Direct3D Device successfully restored.
23:20:10: D3D9 device: 0x[031F01C0] was reset
23:20:23: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.

What happened here? What windows settings are you using on the configuration window?

OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource dbooster_HD_arrow-0000.dds in resource group Popular or any other group. in ResourceGroupManager::openResource at ..\..\..\..\OgreMain\src\OgreResourceGroupManager.cpp (line 753)

Not sure if this is even relevant at all, but it should load up fine without the texture. So not sure what is that exception doing there.

#1832 User is offline Azu 

Posted 26 May 2012 - 02:57 PM

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I was using DirectX9, but that's the only option available. I had it on Windowed mode as well. I pretty much left the config options default.

#1833 User is offline BandicootG 

Posted 26 May 2012 - 06:08 PM

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Hey Dario, I'm having a problem turning my .mesh into .model.
I go into GLVL, choose the 'Convert Ogre .mesh to .model' option, choose the .mesh file, choose the .model to save it to and then nothing happens.
The CMD says "The system cannot find the file specified." What am I doing wrong if anything?

#1834 User is offline Dario FF 

Posted 26 May 2012 - 06:37 PM

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What did you use to export it? If you were using Easy Ogre Exporter, did you choose Ogre 1.7 and cleared all the sub-paths?

Also, you're supposed to use DDS textures only.

With so little info I can't help much more...
This post has been edited by Dario FF: 26 May 2012 - 06:37 PM

#1835 User is offline BandicootG 

Posted 26 May 2012 - 06:47 PM

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Okay, I used OgreMax, chose to install 1.7, I'm not sure if I cleared the subpaths (Bear with my stupidity, I'm new to this.) And yes, I only used DDS textures. Maybe it's just a small thing done wrong on my end.

#1836 User is offline Dario FF 

Posted 26 May 2012 - 06:53 PM

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Are the textures in the same place the .material and the .mesh file are?

It should work... Have you checked if there's a .model file produced from it? It's not supposed to do anything else than that really, it won't display them inside or anything.

#1837 User is offline BandicootG 

Posted 26 May 2012 - 07:05 PM

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The texture location might be the problem. I'll get back to you on that.
EDIT: Well, I managed to make the file, the skeleton, put them and the DDS' into Sonic.ar.00 the game just crashed.
This post has been edited by BandicootG: 26 May 2012 - 07:27 PM

#1838 User is offline Dario FF 

Posted 26 May 2012 - 07:33 PM

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You can't just use any skeleton, the model file must have some of the bones the original model has since it's hardcoded for Sonic.

Also, the bones won't get saved to the file from max if they aren't applied to the skin.

#1839 User is offline BandicootG 

Posted 26 May 2012 - 07:36 PM

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Okay, fair enough. I'm gonna read through the guides one more time and then try again. I'll post a video of it as a test if it works.

#1840 User is offline Lanzer 

Posted 29 May 2012 - 12:39 AM

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Yeah so this thing is being passed around:
http://www.mediafire...i2eeqmq3kkf7fmv

What does it do? Well...
Posted Image
Posted Image
Posted Image
Posted Image

Yep, You guessed it:

View PostSky The Destroyer, on 28 May 2012 - 08:56 PM, said:

Here's the download to the 3D White Space mod that I just showed. You have to go on the jump board that's on the Green Hill mission area to switch. What's interesting about this is that Classic Sonic's spindash is somewhat correct! You can spindash in both directions in 3D perfectly.

This is set up for the CPKRedir mod.


NOTE: The Supersonics are from an upcoming update to JoeTE's Supersonic Mod.

#1841 User is offline Azu 

Posted 29 May 2012 - 01:22 AM

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Will be able to use Super Sonic in bosses? That was I really want to see.

Edit:
  <Debug>
    <Category>
      <Damage>
        <Param>
          <DebugNoDamage>false</DebugNoDamage>
          <DebugNoDead>false</DebugNoDead>
          <DebugNoDeadDrowning>false</DebugNoDeadDrowning>
          <DebugNoDrowningImmediately>false</DebugNoDrowningImmediately>
          <DebugNoFallDead>false</DebugNoFallDead>
        </Param>
      </Damage>
      <Skill>
        <Param>
          <DebugSkillCancelEnabled>false</DebugSkillCancelEnabled>
          <DebugSkillSpikeEndless>false</DebugSkillSpikeEndless>
          [b]<DebugSkillSuperSonic>true</DebugSkillSuperSonic>[/b]
        </Param>
      </Skill>
    </Category>
  </Debug>



Super Sonic Might be possible. I set it to true, bit was a no go.I think debug mod has to be enabled, and you need to use that application.lua file to set it, but its compressed and can't seem to find a lua decompressor to decompress it.

Also Dario, you have a spelling error in SonicGLv. When opening ssz200, it's looking for "sz200", not "ssz200". Seems to be every stage but Green Hill. Just tried rooftop run and it's looking for the uc200 in the packed directory instead of euc200.
This post has been edited by Azu: 29 May 2012 - 04:46 AM

#1842 User is offline Dario FF 

Posted 29 May 2012 - 07:27 AM

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View PostAzu, on 29 May 2012 - 01:22 AM, said:

Also Dario, you have a spelling error in SonicGLv. When opening ssz200, it's looking for "sz200", not "ssz200". Seems to be every stage but Green Hill. Just tried rooftop run and it's looking for the uc200 in the packed directory instead of euc200.

I don't think that's a spelling error, you're opening the wrong file. :v: Are you opening the #ssz200.ar.00 files or such?
This post has been edited by Dario FF: 29 May 2012 - 07:27 AM

#1843 User is offline Azu 

Posted 29 May 2012 - 07:52 AM

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Yep. It was the wrong file. I was opening the ones without the hash tage. Also, will you add the ability to export the sections of the level geometry?

#1844 User is offline Dario FF 

Posted 29 May 2012 - 07:59 AM

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Most likely when Terrain mode is fully implemented to be able to do box selection and moving, kinda like objects already do. :) The hardest problem to implement is that the bounding boxes tend to be really big(for example, a chunk of a mountain, or the sea), so I'd have to use another detection method for the mouse more expensive than AABB checking.

So how come your display bug got fixed?

#1845 User is offline Azu 

Posted 29 May 2012 - 08:33 AM

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Display bug? Oh, dunno. it just worked. Maybe because I had other programs open or maybe it was because I was dragging the window around.

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