Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#2131
Posted 29 June 2012 - 02:30 AM
#2132
Posted 29 June 2012 - 09:03 AM
DinnerSonic, on 29 June 2012 - 02:17 AM, said:
Nothing so far. The template code dates back to December actually. It's in need of an overhaul, but overall keeping the same structure. It's just that I would like to design any of those cases in a general way that covers lots of cases for Gens.
DinnerSonic, on 29 June 2012 - 02:17 AM, said:
The AltMesh are just for using different meshes altogether in case the conditions are met, particularly used for breakable objects or General Floors. Also, whatever meshes you export are considered as if the Max's node was on 0,0,0 with no transformations whatsoever. So as long as you use the model importer script and export, you should be fine. However, some objects might need modifications(for example, the dash pad just required to be flipped, as they seem to flip it ingame). I think I might stick into the AltMesh-es some attributes for Offsets and Scale/Rotation(which could be either a value or an element in the object) for being able to configure it more.
Since at this point this is trying to pretty much to replicate their whole editor.
#2133
Posted 29 June 2012 - 01:04 PM
Dark Sonic, on 27 June 2012 - 09:07 PM, said:
This reminded me of the screenshots I had taken concerning some minor regional differences.
English language version. "PalmTree" looks a bit odd...
Japanese language version. Huh.
#2134
Posted 29 June 2012 - 01:28 PM
#2135
Posted 29 June 2012 - 06:17 PM
If so that could make for some very interesting hacks.
#2137
Posted 30 June 2012 - 12:09 AM
Master Emerald, on 29 June 2012 - 09:51 PM, said:
To be fair (assuming that's the platform type he's referring to), that's probably a lot harder to notice if you've done that area's challenges (since completion of an area's challenges brings back color to the upper sections, which would definitely make something like that blend in more).
#2138
Posted 01 July 2012 - 12:24 AM
Azu, on 17 May 2012 - 09:59 PM, said:
Unable to Convert: undefined to type: Interger64
enm_bne_eggdragoon_top.model
enm_bne_eggdragoon_under.model
enm_bne_eggdragoon_baria_under.model
enm_bne_eggdragoon_brk.model
enm_bne_eggdragoon_drill.model
These are the files I've tried.
Yeah, once again I'm getting this problem. Tried both Maxscripts.
#2139
Posted 01 July 2012 - 01:58 AM
TheKazeblade, on 26 June 2012 - 01:20 PM, said:
#2140
Posted 01 July 2012 - 02:11 AM
#2141
Posted 01 July 2012 - 08:48 AM
#2142
Posted 01 July 2012 - 10:13 AM
Azu, on 01 July 2012 - 02:11 AM, said:
You have song Part 1 (calm), Part 2 (battle), and several bridge pieces that connect the two in PSO. PSO2 is much more complicated, according to the sound director.
Quote
Some of music? What?
In the end, this discussion is neither here nor there, unless you plan on porting the PSO levels to Generations. They're a bit small for that, though. What else, I wonder, would fit?
#2143
Posted 01 July 2012 - 01:15 PM
The level is going to be a mixture of Sweet Sweet Galaxy and Toy Time Galaxy from Super Mario Galaxy and Sweet Mountain from Sonic Colors. So far, I've only managed to do a small bit of the level, but I'm planning on expanding it in the future. So, here is a demonstration of what I had done so far.
What I definitely need is a way to roll in 3D. So, any help in that regard would be very much appreciated.
Oh yeah, I'm using Lobotomy's 'Fixing Generations FOREVER' mod during that demonstration.
#2144
Posted 01 July 2012 - 01:35 PM
#2145
Posted 01 July 2012 - 02:25 PM
roxahris, on 01 July 2012 - 10:13 AM, said:
Azu, on 01 July 2012 - 02:11 AM, said:
You have song Part 1 (calm), Part 2 (battle), and several bridge pieces that connect the two in PSO. PSO2 is much more complicated, according to the sound director.
Quote
Some of music? What?
In the end, this discussion is neither here nor there, unless you plan on porting the PSO levels to Generations. They're a bit small for that, though. What else, I wonder, would fit?
Some of the*
I'm not talking about PSO2. I'm talking about PSO/PSO:BB.
Thats's how it is in PSO:BB the PC version, but I assure you, it's broken into parts on the GC version. The Forest level has 61 tracks that makes up it's song. Each 5 seconds. Also, I'm not referring to PSO2. Also, Kenichi worked on some of the Soundtrack on Sonic Unleashed. I haven't heard any of the music in PSO2 because I'm mostly waiting for a possible English release.
Also, you could port PSO's levels, but you have to use 3D Ripper to get them. You could try to port DeRole's stage to Egg Dragoon, you'd just have to redo all the paths and remove the water and replace it with a floor. If you could mod Unleashed, you could port the first port of Olga Flow's stage and replace Egg Dragoon.

?
