Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#1157
Posted 22 February 2012 - 05:01 PM

#1158
Posted 22 February 2012 - 05:14 PM

#1159
Posted 22 February 2012 - 06:32 PM

Twilightzoney, on 22 February 2012 - 05:14 PM, said:
Is there a way to cheat the system on this one by maybe importing it and exporting it through some animation software, or at least have a way of using the original animation as a guide?
#1160
Posted 22 February 2012 - 06:34 PM

Lobotomy, on 22 February 2012 - 06:32 PM, said:
Twilightzoney, on 22 February 2012 - 05:14 PM, said:
Is there a way to cheat the system on this one by maybe importing it and exporting it through some animation software, or at least have a way of using the original animation as a guide?
It's the same reason we can't import collision files. They're havok specific files for the xbox 360 only, not readable by the PC sdk. Unless you got 50k dollars to spare for a full license, you're gonna have to use your imagination.

#1161
Posted 22 February 2012 - 11:43 PM


#1162
Posted 23 February 2012 - 02:02 AM

EDIT: What is the problem with the Mazuri ground again?
#1163
Posted 23 February 2012 - 02:16 AM

Dario FF, on 22 February 2012 - 06:34 PM, said:
Lobotomy, on 22 February 2012 - 06:32 PM, said:
Twilightzoney, on 22 February 2012 - 05:14 PM, said:
Is there a way to cheat the system on this one by maybe importing it and exporting it through some animation software, or at least have a way of using the original animation as a guide?
It's the same reason we can't import collision files. They're havok specific files for the xbox 360 only, not readable by the PC sdk. Unless you got 50k dollars to spare for a full license, you're gonna have to use your imagination.

There's Xbox SDK lying around the internet from what I've seen :V Don't know how much use it would be though.
#1164
Posted 23 February 2012 - 02:29 AM

Irixion, on 23 February 2012 - 02:16 AM, said:
Microsoft's Xbox 360 SDK != Havok SDK. The Havok SDK (EDIT: The commercial one, which has access to read havok file platforms outside the PC, including the 360 files which is what BOTH versions of Unleashed "HD" use, curiously) would be able to dismantle/convert/do anything to Xbox 360 platform .HKX files. Currently there's no way to convert .hkx files to PC platform HKX files (or even .XML which could be converted to PC platform .hkx), so this brings up an issue. It's the main reason we (k fine Dario and Damizean) put so much research into HKX files (generating them and making them work with Generations gameplay); we simply have no other options other than making our own collision and animations! :v
On the bright side, we ended up learning more about how to make custom collision, physics, and animations, which is a good thing if we want to ever see custom levels get pumped out. Which is ENTIRELY possible and is in the process of being worked on, for all you "oh Generations is too complex to be properly modded" pessimists ;P Had we not come to this issue with HKX files and had to actually learn stuff, that might actually be true.
Also model files are being worked on being cracked; at the time of writing around 90-98% of the terrain-model and terrain-instanceinfo formats have been cracked.... We're very close, believe me.
#1165
Posted 23 February 2012 - 02:40 AM

I have a nice animation I want to use for this, but using it makes it play super slow. I need to find a way to increase the animation playback for this. So I went and used a nerfed version of my animation which is 8 frames instead of 42. But at least it shows that this could be done, the reason its stiff is because I don't want Sonic derping up with jaggedness moving his quills and arms so fast with a few frames. I'll hopefully find it in Sonic.xml, relating to the frame playback speed, unless its dependent on the animation export itself?
#1166
Posted 23 February 2012 - 08:02 AM

JaxTH, on 23 February 2012 - 02:02 AM, said:
EDIT: What is the problem with the Mazuri ground again?
I'm not sure if it's a problem with uv mapping or those textures are supposed to fade in the borders. Also there's no instancing done yet for the grass, so those dark patches at the side there should be animated grass. All we have to do in theory is recreate the animation hkx for the instancing to work properly.
#1167
Posted 23 February 2012 - 09:20 AM


Sonic likes his new max teapot.
EDIT: To be a little more specific, that's the streetlamp terrain mesh replaced by my own export. It's still a bit limitted, but hooot daaaamn....
#1168
Posted 23 February 2012 - 09:24 AM

#1169
Posted 23 February 2012 - 09:25 AM

#1170
Posted 23 February 2012 - 09:30 AM

Dark Sonic, on 23 February 2012 - 09:25 AM, said:
It's a static lamp post replaced by a teapot.


EDIT: In other words, yes, you're getting your custom geometry ports... eventually...
