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

#1081 User is offline ArtFenix 

Posted 11 February 2012 - 05:01 AM

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View PostLanzer, on 11 February 2012 - 04:44 AM, said:

View PostPolygon Jim, on 10 February 2012 - 02:16 PM, said:

That is a stupid question and you should feel bad for asking it. Why in the fuck would a shitty cash-in Kinect game share engines with Unleashed/Generations; wouldn't you think someone would have mentioned this shit by now if they did?


Yes I can clearly see you hate the Riders series, I get it. But theres no reason to go off on me like I killed your dog or something. I suggested Free Riders because it was the only fucking Riders game that came out for the 360.

I just said if it was possible that the model formats share anything in common and maybe if it was possible to see if anything would work, SEGA likes to rehash resources even if its for 2 different sonic games.

Besides, I like the character designs in Riders. Sue me I like a shit series.

I think you have a point. And I hope porting models from other games will be possible in the future.
Free riders actually has almost no style. It's basically Unleashed/Generations models with different shoes and suits. What is more of importance is this guy.
Posted Image
He has yet to appear in a main modern 3D Unleashed-style game, but he already appeared in Free Riders, so porting his model to generations somehow wiould be awesome indeed. I suppose we just have to wait till the guys figure out model formats in both games (if anyone would bother working on Free riders hacking of course).
This post has been edited by ArtFenix: 11 February 2012 - 05:02 AM

#1082 User is offline Dario FF 

Posted 11 February 2012 - 07:46 AM

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View PostAyu Tsukimiya, on 11 February 2012 - 03:18 AM, said:

What's wrong with the lighting? The videos of Sonic in the Unleashed levels look like they have no sun/source of light. Have you guys found out where that stuff is, yet?


I'll repeat myself, but I don't blame you for trying to find an answer in this big-ass thread. :v:

Both games handle shadows differently. Unleashed GIA data(which handles the cool lighting that reflects light into objects) doesn't have shadows pre-baked into it like Generations does. Shadows are cast dinamically(and they do cast into objects and Sonic correctly. The problem is in fact terrain doesn't receive shadows of any kind, not even from Sonic. The sun is there(in fact, it's the same directional light as in Unleashed), but the problem is more "terrain receiving shadows" related.

You should also note it looks a bit dark because the color correction makes it darker, since it looks too bright with no shadows. It's the same effect as if you were looking directly into the sun and then got under a tent; you would see everything much darker until your eyes adjusted to the darker tone. There's also the thing that I'm applying some manual correction to these GIA maps since the gamma tones seem to have changed between both games, and I won't do any more corrections on them until we get shadows working.

I did a post a few pages back trying to track the problem down to the specific material files. It's not related at all to materials since putting an Unleashed material into a Generations stage will work just fine related to shadows. Having a look into the terrain formats myself with a lot of help from Darkspines, I'm hopeful that I will find the solution when trying to make terrain imports of my own. It's not related to collision, or GIA data, or something with the XMLs(placing generations geometry inside an Unleashed level lets shadows cast regardless)

You should also note that normal mapping doesn't seem to work on Unleashed materials yet, nor reflections are working correctly. We're hoping to be able to fix that once we have a much better look into the material format. Generations uses a single .material file to load everything. While it does have compatibility with Unleashed materials, the latters are just a mess. They depend on a .material file, .texture files, and .texset files for making a SINGLE material!

#1083 User is offline Falk 

Posted 11 February 2012 - 09:58 AM

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View PostLanzer, on 11 February 2012 - 04:44 AM, said:

Sue me I like a shit series.


Pretty sure most, if not all of us are Sonic fans.

Dohohohoho

#1084 User is offline Mr. Mash 

Posted 11 February 2012 - 11:54 AM

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View PostArtFenix, on 11 February 2012 - 05:01 AM, said:

Metal Sonic

It appears you are forgetting about this
Posted Image
I'm really enjoying watching what you guys are doing with Generations. I don't think my laptop has the 3D capabilities to play them for myself though.

#1085 User is offline Trunks 

Posted 11 February 2012 - 12:31 PM

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View PostMr. Mash, on 11 February 2012 - 11:54 AM, said:

View PostArtFenix, on 11 February 2012 - 05:01 AM, said:

Metal Sonic

It appears you are forgetting about this
(pic)


Well, I'm pretty sure he's talking about Modern Metal.


Any idea what the likelihood of Sonic Adventure 1 levels in Sonic Generations?

#1086 User is offline Kharen 

Posted 11 February 2012 - 05:28 PM

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With all the different import requests going on, I'm starting to think you might just be best off (when you're done porting Unleashed) either making an editor or finding a way to import SonicGDK level maps and letting people make the levels they want. I mean, I don't know anything at all on this personally, but if the engines are too far apart to easily port Colors levels over, why in the world would Sonic Adventure levels be any more compatible?

On a different note, about the shadows, would it be possible to "bake" them yourselves, then import them? If that's too difficult to do, what about just doing things like that early Chun-nan video you showed where everything was really dark? I kind of liked it, it looked like night time and all you would have to do is just slightly darken Sonic to fit into it. Then again, that might be kind of ruining the point of trying to perfectly port everything across.

#1087 User is offline Trunks 

Posted 11 February 2012 - 06:07 PM

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View PostKharen, on 11 February 2012 - 05:28 PM, said:

why in the world would Sonic Adventure levels be any more compatible?


Because there's already been extensive level editing done in SADX, so I assume we know a lot about the levels. I could be wrong, but I don't think we've done shit in terms of Sonic Colors modding.

#1088 User is offline Dario FF 

Posted 11 February 2012 - 07:31 PM

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View PostKharen, on 11 February 2012 - 05:28 PM, said:

With all the different import requests going on, I'm starting to think you might just be best off (when you're done porting Unleashed) either making an editor or finding a way to import SonicGDK level maps and letting people make the levels they want. I mean, I don't know anything at all on this personally, but if the engines are too far apart to easily port Colors levels over, why in the world would Sonic Adventure levels be any more compatible?

On a different note, about the shadows, would it be possible to "bake" them yourselves, then import them? If that's too difficult to do, what about just doing things like that early Chun-nan video you showed where everything was really dark? I kind of liked it, it looked like night time and all you would have to do is just slightly darken Sonic to fit into it. Then again, that might be kind of ruining the point of trying to perfectly port everything across.


The thing is the terrain doesn't receive shadows from Sonic or objects(and the terrain is actually casting shadows). It looks really out of place even if you did the "night-time" trick. It will be sorted out sometime in the future... that's why I'm trying to get custom geometry importing working. It will probably shed some light on how to fix the Unleashed stages.

I wanted to try something different today and got the first night act in(no collision done yet of course). I find it kind of interesting to be classic in a small 3D stage like this... probably like some platforming/exploration focused style instead? Otherwise levels will have to be reworked entirely to even achieve something in 2D. Particularly because with the ammount of geometry it would be impossible to make a 2D camera in these tight spaces.
Posted Image
Posted Image

Of course I'm not gonna even work on this without all day stages working correctly... but just tossing some ideas around.

#1089 User is offline Polygon Jim 

Posted 11 February 2012 - 07:32 PM

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View PostTrunks, on 11 February 2012 - 06:07 PM, said:

View PostKharen, on 11 February 2012 - 05:28 PM, said:

why in the world would Sonic Adventure levels be any more compatible?


Because there's already been extensive level editing done in SADX, so I assume we know a lot about the levels. I could be wrong, but I don't think we've done shit in terms of Sonic Colors modding.


You have the exact same chance of porting shit from fucking Ninja Bread Man or Superman 64. Until we have a better understanding of the model format and have an export script to the format there is a zero percent chance of porting from anything outside of Unleashed as it is the only other game using the same formats.

#1090 User is offline Bareirito 

Posted 11 February 2012 - 07:59 PM

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View PostDario FF, on 11 February 2012 - 07:31 PM, said:


*pics*
Of course I'm not gonna even work on this without all day stages working correctly... but just tossing some ideas around.


Oh, yeah! Oh yeah! OH YEAH! Classic Sonic in nighttime stages (with global illumination and stuff working perfectly)? I WANT!

That and is Eggmanland in your plans?

EDIT: I know you said it's not in your plans (yet), but will Classic Sonic have the same abilities (a working spindash, for example)?
This post has been edited by Bareirito: 11 February 2012 - 08:01 PM

#1091 User is offline Falk 

Posted 11 February 2012 - 08:06 PM

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A lot of the night-time stages would have to be extensively reworked because you don't have chimp-status arms for climbing around nor any of the other Werehog-specific gameplay features. (Think pole hopping/balancing in Empire City, the various multiple climbs all over, etc) Interesting prospect, though.

#1092 User is offline Lanzer 

Posted 11 February 2012 - 09:07 PM

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View PostFalk, on 11 February 2012 - 08:06 PM, said:

A lot of the night-time stages would have to be extensively reworked because you don't have chimp-status arms for climbing around nor any of the other Werehog-specific gameplay features. (Think pole hopping/balancing in Empire City, the various multiple climbs all over, etc) Interesting prospect, though.


I'd honestly be fine with the same stage layout but with some cosmedic changes to have it look like its night stage counterpart unless DarioFF wants to try to mimick the night stage layout.

EDIT: Ok, this isn't funny anymore. knock it off your starting to scare me guys!:

This post has been edited by Lanzer: 12 February 2012 - 02:00 AM

#1093 User is offline Dario FF 

Posted 12 February 2012 - 10:28 AM

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View PostBareirito, on 11 February 2012 - 07:59 PM, said:

EDIT: I know you said it's not in your plans (yet), but will Classic Sonic have the same abilities (a working spindash, for example)?

I'm not really sure how would anyone go about fixing the spindash without hacking the exe. A workaround would be to put small 2D switches that aren't even noticeable at the start of the stage so it doesn't crash, but the direction of the spindash would be fixed there.


View PostFalk, on 11 February 2012 - 08:06 PM, said:

A lot of the night-time stages would have to be extensively reworked because you don't have chimp-status arms for climbing around nor any of the other Werehog-specific gameplay features. (Think pole hopping/balancing in Empire City, the various multiple climbs all over, etc) Interesting prospect, though.

Platforming in those parts could be interesting though. Heck, I never tried the shields in 3D actually. Aqua/Electric shields could provide something interesting in 3D. :)
This post has been edited by Dario FF: 12 February 2012 - 10:29 AM

#1094 User is offline Falk 

Posted 12 February 2012 - 12:03 PM

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View PostDario FF, on 12 February 2012 - 10:28 AM, said:

Platforming in those parts could be interesting though. Heck, I never tried the shields in 3D actually. Aqua/Electric shields could provide something interesting in 3D. :)


No, I'm not talking about parts that could be gotten by with double jumps, I'm talking about stuff like this

Obviously you could add replacement moving platforms or springs or whatever, and it's not anything resembling impossible to do; just highlighting that there are a lot more of these to consider than the occasional whale in the day stages.

#1095 User is offline Hitaxas 

Posted 12 February 2012 - 12:52 PM

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I've got a question. Is there anyway to extend the amount of usable skill points? I'd like to mess around with a classic Sonic that uses both the Super Sonic and Homing Attack skills.

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