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

#1996 User is offline Dario FF 

Posted 07 June 2012 - 11:12 PM

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When Terrain Mode is implemented, yes, but I've got a workaround if you want.

Press Ctrl+T, this will toggle you into the experimental Terrain Mode(that doesn't have anything implemented yet). You can hover your mouse over a chunk of terrain and press I. This will give you the exact path of the model.

Now, technically it should work fine with the .model to .dae converter, but if you want it to find the materials and textures, you're gonna have to copy over the .terrain-model file to the same folder with the textures and materials(in this case the resources folder). Once you do that, you can just run the .model to .dae converter and be on your way.

EDIT: Welp, I bumped myself into new page. There's quite an important SonicGLvl update in the last page, so check it out for any new readers.
This post has been edited by Dario FF: 07 June 2012 - 11:13 PM

#1997 User is offline Azu 

Posted 07 June 2012 - 11:43 PM

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One more thing. Can we create an array of objects along a spline when we are able to create our own splines? I looked at Plant Wisp in the editor and they have a MultiParam Set that goes a little spiral curve.
This post has been edited by Azu: 08 June 2012 - 12:02 AM

#1998 User is offline Dude 

Posted 08 June 2012 - 12:08 AM

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As far as I can tell, rotations are broken. Not everything is wrong. Platforms and springs are broken, rings, enemies and dash panels aren't.

Volume previewing has completely eliminated the need for me to have 3dsmax open to do camera work though. This is going to help so much.
This post has been edited by Dude: 08 June 2012 - 12:39 AM

#1999 User is offline Chimera 

Posted 08 June 2012 - 07:05 AM

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View PostAzu, on 07 June 2012 - 11:43 PM, said:

One more thing. Can we create an array of objects along a spline when we are able to create our own splines? I looked at Plant Wisp in the editor and they have a MultiParam Set that goes a little spiral curve.


In theory, to do that, you only need to make the multisetparam objects you want and then snap them to your 2D spline. If they end up being placed below/above where you intended, just select them all again and move them up on the Y axis. :U

#2000 User is offline Dario FF 

Posted 08 June 2012 - 08:21 AM

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View PostDude, on 08 June 2012 - 12:08 AM, said:

As far as I can tell, rotations are broken. Not everything is wrong. Platforms and springs are broken, rings, enemies and dash panels aren't.

Volume previewing has completely eliminated the need for me to have 3dsmax open to do camera work though. This is going to help so much.

Rotations aren't broken, as I said, it's just the models that need to be re-ripped to go along with the new update to objects. Anyone who's willing to work on the templates/objects model database can have SVN access for all I care. :v:
This post has been edited by Dario FF: 08 June 2012 - 08:22 AM

#2001 User is offline Azu 

Posted 08 June 2012 - 10:59 AM

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Re-ripped and open'd in Max? Or just re-ripped from the ar files? Also...about my previous question...
Edit: Didn't see Chimera's post, but still.:V

View PostChimera, on 08 June 2012 - 07:05 AM, said:

View PostAzu, on 07 June 2012 - 11:43 PM, said:

One more thing. Can we create an array of objects along a spline when we are able to create our own splines? I looked at Plant Wisp in the editor and they have a MultiParam Set that goes a little spiral curve.


In theory, to do that, you only need to make the multisetparam objects you want and then snap them to your 2D spline. If they end up being placed below/above where you intended, just select them all again and move them up on the Y axis. :U


Well, we can't make our own splines yet.


View PostDario FF, on 08 June 2012 - 08:21 AM, said:

Rotations aren't broken, as I said, it's just the models that need to be re-ripped to go along with the new update to objects. Anyone who's willing to work on the templates/objects model database can have SVN access for all I care. :v:


How do add the objects? Like, if I want to add Planet Wisp? Also, MultiSetParam seems to be missing an option called "BaseLine". ChangeBGMCollision. Is that suppose to have an option to pick a music to play? Or does it work with another trigger? Also, can SonicGL load Sonic Unleashed levels? There's something I want to take a look at. I know I said one more question, but I had these in the back of my head at time of writing my previous post.
This post has been edited by Azu: 08 June 2012 - 11:25 AM

#2002 User is offline Dario FF 

Posted 08 June 2012 - 02:49 PM

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View PostAzu, on 08 June 2012 - 10:59 AM, said:

Well, we can't make our own splines yet.

It's not exactly rocket science, they're just XML and pretty easy to modify. I'm pretty sure you can just ask Dude for his maxscript as well. I plan to include it on SonicGLvl once he updates it.

View PostAzu, on 08 June 2012 - 10:59 AM, said:

How do add the objects? Like, if I want to add Planet Wisp?

SonicGLvl works on XML templates for objects. templatelist.txt in the root folder holds the directories of each template you want to add(notice you can create new categories or add to existing ones in the .txt as well). There's a couple of options in the File Menu for dumping object templates(particularly the one that dumps new templates can be useful), so any XMLs you get from that can be added to the template folder and tweaked to your liking. The automatic dumper isn't guaranteed to do proper templates though(for example, it won't recognize lists), so you might need to do some tweaking if needed. They'll use the default unknown cube mesh.

Quote

Also, MultiSetParam seems to be missing an option called "BaseLine".

MultiSetParam isn't missing anything, the game doesn't need it. Most of those values are just related to their own editor to hold off the values they used to make the MultiSetParam, in case they needed to tweak it more. MultiSetParam works fine with just the positions as it is.


Quote

ChangeBGMCollision. Is that suppose to have an option to pick a music to play? Or does it work with another trigger?

I'd recommend you to do your own research here and document the wiki page. Trial & Error should give you a far better answer than asking here, and documenting it on the page is a useful resource for everyone else.


Quote

Also, can SonicGLvl load Sonic Unleashed levels? There's something I want to take a look at.

I won't disclose the information for that for reasons you can imagine. Gonna have to do your own research.

#2003 User is offline Azu 

Posted 08 June 2012 - 04:19 PM

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Well, okay. Guess I'll never know about the Unleashed thing.

#2004 User is offline Arctides 

Posted 08 June 2012 - 09:16 PM

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View PostDario FF, on 06 June 2012 - 09:14 PM, said:

View PostArctides, on 06 June 2012 - 09:08 PM, said:

I'd just like to see levels that I haven't seen before.


Then do them. Some initiative can go a long way. :v: That's what it really comes down to...

I have no knowledge of 3D Modelling, Texturing, or anything in general that would allow me to create levels for Generations PC. I also don't have a PC capable of running the PC version, among not being able to afford the PC version itself (wasted my money on the 360 version). tl;dr, I'm incapable of really doing anything useful.

#2005 User is offline Sky The Destroyer 

Posted 10 June 2012 - 08:59 PM

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http://info.sonicret...tions#Tutorials
I have added a tutorial section of level importing into the Community Hacking guide for Sonic Generations, and I've also added a CPKREDIR and SonicGLVL section to the Hacking guide as well. I'm not the best person to do this, so the things that I've added probably need some revision and expansion. :v: Hopefully the Sonic Generations SCHG will become a great source of information sometime in the future.
This post has been edited by Sky The Destroyer: 10 June 2012 - 08:59 PM

#2006 User is offline Aerosol 

Posted 10 June 2012 - 09:22 PM

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View PostArctides, on 08 June 2012 - 09:16 PM, said:

View PostDario FF, on 06 June 2012 - 09:14 PM, said:

View PostArctides, on 06 June 2012 - 09:08 PM, said:

I'd just like to see levels that I haven't seen before.


Then do them. Some initiative can go a long way. :v: That's what it really comes down to...

I have no knowledge of 3D Modelling, Texturing, or anything in general that would allow me to create levels for Generations PC. I also don't have a PC capable of running the PC version, among not being able to afford the PC version itself (wasted my money on the 360 version). tl;dr, I'm incapable of really doing anything useful.


This is what's stopping me the most. Argh it's so frustrating.

#2007 User is offline Dario FF 

Posted 10 June 2012 - 09:26 PM

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Anything helps, I commend you for starting those. :) I'll do some necessary edits as the editor gets updated. I should mention the textures thing is actually a bug, they should be copied automatically by SonicGLvl, so I don't really know why it hasn't worked for some people so far...

EDIT: I'm sorry for the lack of updates in the Unleashed project so far, rest assured we're working on another mini-demo I'm sure you'll appreciate... Maybe not soon but next month hopefully. It's just that working on the layouts for real this time has pushed me into having to do some necessary improvements into SonicGLvl. Plus I'm being bombarded with exams. :v:
This post has been edited by Dario FF: 10 June 2012 - 09:28 PM

#2008 User is offline Sky The Destroyer 

Posted 10 June 2012 - 09:47 PM

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View PostDario FF, on 10 June 2012 - 09:26 PM, said:

Anything helps, I commend you for starting those. :) I'll do some necessary edits as the editor gets updated. I should mention the textures thing is actually a bug, they should be copied automatically by SonicGLvl, so I don't really know why it hasn't worked for some people so far...

Thanks. I just moved the tutorial to a brand new page in a new tutorial section. New link: http://info.sonicret...Level_Importing

One thing though: how do I add a "section" to the list as seen below? I want to add a tutorial section with my tutorial on level importing.

Posted Image

#2009 User is offline MainMemory 

Posted 10 June 2012 - 09:56 PM

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If you want to copy something that you saw on another (or the same) page, you should try looking at the wikicode near that text.
Put this in Template:SCHG SG
|-
!Section name
|-
|align="left" style="padding: 0.1em"|[[Page name|Links here]]


Edit: Though technically, shouldn't tutorials go in the SCHG How-to: namespace instead?
This post has been edited by MainMemory: 10 June 2012 - 10:06 PM

#2010 User is offline DinnerSonic 

Posted 10 June 2012 - 11:44 PM

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Thanks to some tips from JoeTE I present to you "Sonic Generations .fco Text Converter v0.1", a simple and badly named program to assist in editing text in Sonic Generations until a proper program for .fco files is created. I figured it wasn't fancy or special enough to deserve a topic or anything but it might help some.

Spoiler

Simply type in your text, convert it to hex and paste it into the file directly! Or you can copy raw hex code from the game to find out what it says. The program assumes you are copying from the program HxD currently, so every hex value requires a space after it for proper reading.

Future plans are tweaks that you all might suggest if I'm good enough to do so and adding things like é and symbols. I can't add unicode support directly because MMF2 Unicode support costs $60 or so.


Oh yeah, and I think I've found some unused text while testing this. Listed under Sonic's bio is Super Sonic's... a bio I can't seem to find in-game, even after beating the story. Is it unlocked at 100%?

Spoiler


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