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

#2131 User is offline Azu 

Posted 29 June 2012 - 02:30 AM

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I have 3 copies of max. 2011-2013, and Maya, which I don't use so I may uninstall that. I'm still trying to figure out how to get the pedestal in Seaside hill. I believe you need that to spawn the go kart in seaside hill. I don't see any object data for it in Seaside Hills "setdata_base.set.xml" anywhere.
This post has been edited by Azu: 29 June 2012 - 02:38 AM

#2132 User is offline Dario FF 

Posted 29 June 2012 - 09:03 AM

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View PostDinnerSonic, on 29 June 2012 - 02:17 AM, said:

I'm far from the smartest as far as Generations data or other things go so this might have been documented, but... is there anything in the Template format for the editor that can read one of the values and display a separate model on top of it relating to that value? The stage names have a value that decides both where the collected red star rings display and the giant all collected red star ring are positioned vertically, as an offset from the text. It might be nice if there was a way to display this in the editor some time eventually, especially if it falls under the same area as other objects with variables(like platforms with X number of chain links or the like?)

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.

View PostDinnerSonic, on 29 June 2012 - 02:17 AM, said:

... also also, Dario FF, when I feel I've finished and made sure I did the HUB models decent enough, I think I'll stick them all on the SVN... assuming I figure out how to do it well. However, I want to know what to do about things that are made of multiple pieces, mainly the info pod which has a separate "brain" in a separate model. I noticed some XML files load multiple MESH files at once, but I'm not sure how they are positioned. It'd be nice if 3DS Max 2010 could load animations so I could maybe load both and get them set up right and in an appealing position, but I hear I'd need 2011, bringing me up to 3 different 3DS Max copies.

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. :v:

#2133 User is offline Ch1pper 

Posted 29 June 2012 - 01:04 PM

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View PostDark Sonic, on 27 June 2012 - 09:07 PM, said:

View PostMaster Emerald, on 27 June 2012 - 08:51 PM, said:

PIC

You can change the language of the game in the Steam "Properties" for Sonic Generations.

Huh, neat. If you change the language on the console version it doesn't do that.

Also it seems that the PC version uses EU logos for some reason.


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 User is online Mykonos 

Posted 29 June 2012 - 01:28 PM

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I kinda like how the Japanese version specifies which region the track was for. I mean most of us around here would know that kind of thing anyway but the thought is nice.

#2135 User is offline Dark Sonic 

Posted 29 June 2012 - 06:17 PM

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Random question involving shields. If modern Sonic were to use the bubble shield or something and the homing attack was mapped to a different button like it was in Unleashed, would tapping A twice make the shield do something?

If so that could make for some very interesting hacks.

#2136 User is offline Master Emerald 

Posted 29 June 2012 - 09:51 PM

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View PostDinnerSonic, on 29 June 2012 - 02:17 AM, said:

Also, just so you know, Crisis City's generic floating platform object model is available in the hub even though it never seems to get used there.


Posted Image?
This post has been edited by Master Emerald: 29 June 2012 - 09:51 PM

#2137 User is offline iGamr 

Posted 30 June 2012 - 12:09 AM

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View PostMaster Emerald, on 29 June 2012 - 09:51 PM, said:

View PostDinnerSonic, on 29 June 2012 - 02:17 AM, said:

Also, just so you know, Crisis City's generic floating platform object model is available in the hub even though it never seems to get used there.


Posted Image?


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 User is offline Lobotomy 

Posted 01 July 2012 - 12:24 AM

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View PostAzu, on 17 May 2012 - 09:59 PM, said:

Is there an updated version of the script? I can't seem to import the Egg Dragoon. It errors out.
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 User is offline roxahris 

Posted 01 July 2012 - 01:58 AM

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View PostTheKazeblade, on 26 June 2012 - 01:20 PM, said:

I don't know anything about the coding of a sound engine, but as far as a new soundtrack goes, Sonic Team has been writing at least two versions of each stage's music since Unleashed, and three for Sonic Colors, so I would hope the implementation of this awesome idea wouldn't be too far-fetched from the music-writing standpoint :)
A small note in regards to this; Phantasy Star Online 2 (y'know, another SEGA game with ties to Sonic Team) has a rather dynamic soundtrack system (likely inspired by the original) - there are calm and battle versions of songs, with variations in both what portion of the song plays and what part of the song plays depending on the part of the song, some random factor, and whether you're fighting Darker or natives, along with variants for different weathers and PSE bursts, and extra percussion-y sections for when teammates are dead or you are low on health. They can certainly pull off a dynamic sound system if they really want to - but they'd need to have the level layout planned out rather thoroughly, first.
This post has been edited by roxahris: 01 July 2012 - 02:00 AM

#2140 User is offline Azu 

Posted 01 July 2012 - 02:11 AM

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Phantasy Star Online's music is split up in to SEVERAL different tracks. For instance, on the GC version Mother Earth of Dishonesty has about 20 different parts all exactly 6 seconds or so. So, I'm assuming they have a check that checks every 6 second when your if you're engaged in battle or not. I do like some of Sonic Unleashed music, My favorite track is Eggmanland Day/Night stages. They sound like they should belong in PSO.
This post has been edited by Azu: 01 July 2012 - 03:07 AM

#2141 User is offline Dario FF 

Posted 01 July 2012 - 08:48 AM

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If you really need the Egg Dragoon for something just use the Collada exporter. It kinda works 100% with all the models I've tested, except for the ones with morphers(they're ignored). Otherwise, I've forwarded the issue to Link already. I'll remind him to see what's the problem with it.
This post has been edited by Dario FF: 01 July 2012 - 08:48 AM

#2142 User is offline roxahris 

Posted 01 July 2012 - 10:13 AM

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View PostAzu, on 01 July 2012 - 02:11 AM, said:

Phantasy Star Online's music is split up in to SEVERAL different tracks. For instance, on the GC version Mother Earth of Dishonesty has about 20 different parts all exactly 6 seconds or so. So, I'm assuming they have a check that checks every 6 second when your if you're engaged in battle or not.
Wrong.
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

I do like some of Sonic Unleashed music, My favorite track is Eggmanland Day/Night stages. They sound like they should belong in PSO.
No, they don't. Kenichi Tokoi is working on the PSO2 soundtrack, though.

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 User is offline DinodudeEpic 

Posted 01 July 2012 - 01:15 PM

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I've decided to expand on my 'Classic Sonic in 3D' idea from a simple combination of mods to actually making a level just for this sort of gameplay. (With quite a bit of help from Dario FF in terms of learning the process of converting levels to work in SonicGLVL.)

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.
This post has been edited by DinodudeEpic: 01 July 2012 - 01:16 PM

#2144 User is offline Dark Sonic 

Posted 01 July 2012 - 01:35 PM

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Anyway to fix the camera in 3D for classic Sonic so it's not so close to him?

#2145 User is offline Azu 

Posted 01 July 2012 - 02:25 PM

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View Postroxahris, on 01 July 2012 - 10:13 AM, said:

View PostAzu, on 01 July 2012 - 02:11 AM, said:

Phantasy Star Online's music is split up in to SEVERAL different tracks. For instance, on the GC version Mother Earth of Dishonesty has about 20 different parts all exactly 6 seconds or so. So, I'm assuming they have a check that checks every 6 second when your if you're engaged in battle or not.
Wrong.
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

I do like some of Sonic Unleashed music, My favorite track is Eggmanland Day/Night stages. They sound like they should belong in PSO.
No, they don't. Kenichi Tokoi is working on the PSO2 soundtrack, though.

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.

Spoiler


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.
This post has been edited by Azu: 01 July 2012 - 02:44 PM

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