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

#1186 User is offline Azu 

Posted 24 February 2012 - 08:42 PM

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The only that's been released is the script that can import the .model files, but not the .model-terrain files.

#1187 User is offline Twilightzoney 

Posted 24 February 2012 - 10:08 PM

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To import animations, use the Skyrim Importer for animations if you want to do it so badly. It works better and will import at the correct sizing. Since Dami's doesn't at all. Plus the materials to make YOUR OWN Animations are right in the havok tools. So if you want to make an animation go right ahead.

Just like this, its not hard to do at all, just gotta animate and replace the right animation. I'm going to fix it so he'll drift like this as Super Sonic, but I need to find a way to increase playback speed without having to lower the frames of the animation.

#1188 User is offline RhinestoneCircuit 

Posted 24 February 2012 - 11:55 PM

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Time for a change of pace



I thought this was interesting. Now all we need is the gun truck and this will be truly complete.

#1189 User is online Aerosol 

Posted 25 February 2012 - 12:12 AM

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It's so hard to see what's going on that I can't even find it amusing.

#1190 User is offline Lobotomy 

Posted 25 February 2012 - 12:34 AM

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I've been attempting to fix Classic Sonic. Here's what I've done so far:

Super Sonic is faster, jumps higher and has 1 ring per second drain. (But unfortunately still has shitty 'ol normal Sonic's midair momentum. I'll see what I can do about this tomorrow.)

Replaced the dud level 0 spindash with something more resembling the lowest level spindash from Sonic 2.

Mid-level spindash feels about right.

Removed the super fucking awful looking dust trail that follows Sonic around.

While still ridiculously OP, max level spindash is nerfed by 30%.

I also widened the gap between the three different levels of spindash speed, so you can more easily select a level. (Don't know if this makes sense, I'm REALLY tired.)

Made Sonic's acceleration from standing to walking more like the Classics.

I'll be doing more of this as I discover more things.



Oh, as for Modern Sonic, I totally made the slide feel WAY more like what the spin attack SHOULD feel like. Less friction, better reaction to slopes, if you let go of the slide button, you keep sliding, if you go up a slope and lose all forward momentum, you turn around, while maintaining the slide et al. Tomorrow I'm replacing the slide animation with a rolling animation so that it both looks AND feels like a spin attack, but for right now, I am le really fucking tired and have work in the morning. I'll make a video of this tomorrow.

Oh, one last thing, I removed the input lag for the stomp, so now you can stomp more like you could in Unleashed. But like I said, video tomorrow.
This post has been edited by Lobotomy: 25 February 2012 - 12:42 AM

#1191 User is offline Morph 

Posted 25 February 2012 - 03:36 AM

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View PostTwilightzoney, on 24 February 2012 - 10:08 PM, said:

To import animations, use the Skyrim Importer for animations if you want to do it so badly. It works better and will import at the correct sizing. Since Dami's doesn't at all. Plus the materials to make YOUR OWN Animations are right in the havok tools. So if you want to make an animation go right ahead.


Thanks for the info. Got it successfully imported. I just wanted to look at these babies up close, is all.

Edit: Well... sort of successfully. http://puu.sh/ii38
Although that appears to only happen when importing another animation, so it works well enough.
This post has been edited by Morph: 25 February 2012 - 03:50 AM

#1192 User is offline Twilightzoney 

Posted 25 February 2012 - 03:49 AM

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Spoiler


Well I got drifting done, and plays at a correct speed. Did it for both regular and super. Is he supposed to have that blue effect when drifting as super? Or something messed up with mine? Haha, since I'm not quite sure anymore, since I've been used to it.

As to the uhmm mess you have there Morph, make sure in the importer that it is -- commented out in the script for scaling and rotating it. It can have some bad effects.
This post has been edited by Twilightzoney: 25 February 2012 - 03:59 AM

#1193 User is offline Morph 

Posted 25 February 2012 - 04:15 AM

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Well, I'm at a loss. This particular importer I'm using seems to be incredibly instable; importing the animations results differently each time. If you could tell me what exactly you're using/doing, I'd appreciate it.

#1194 User is offline Azu 

Posted 25 February 2012 - 04:24 AM

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So, I think I know how they got Super Sonic in the boss levels. It seems it was Cheat Engine.
http://www.mediafire...ngchh901x90cyl6

So if anyone wants to try it...

#1195 User is online Aerosol 

Posted 25 February 2012 - 04:24 AM

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What, no video Twilightzoney? I'm hurt.

#1196 User is offline Twilightzoney 

Posted 25 February 2012 - 04:53 AM

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Oh I'm sorry, I should have known better. Haha

I certainly think it looks better.

Also Morph, I use max 2012 and 2010 they don't seem to have problems for me when importing them with that. I'd say either something is wrong with the skeleton, maybe try using Xform? Also make sure you're converting it right, and using the most updated version. That could be the case, but I'm not for certain since I haven't had that problem before.
This post has been edited by Twilightzoney: 25 February 2012 - 04:57 AM

#1197 User is offline Morph 

Posted 25 February 2012 - 05:05 AM

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Xform appears to fix the issue, but what method have you used (plugins/scripts, etc) that you didn't have the issue? o_o'
I have a feeling I'm just using an entirely different method.

Edit: Yeah, doesn't appear to always work, so I must be doing something totally different from what you did.
This post has been edited by Morph: 25 February 2012 - 05:08 AM

#1198 User is offline Twilightzoney 

Posted 25 February 2012 - 05:15 AM

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As long as you follow what the rules said about in the read-me file for it to convert the hkx files to other format them import it should work just fine.

I just used the .Model Maxscript that has the rotate and scale at the end of the script commented out so its at its default scaling and rotation. Thats what seems to be the problem to me, but if you are saying thats not the case must be how your importing it. Just follow what it says, there are two methods of importing it I think it says in there. One is to convert to the nif tool format I believe, then there is the other one stated to do it..
This post has been edited by Twilightzoney: 25 February 2012 - 05:18 AM

#1199 User is offline DustArma 

Posted 25 February 2012 - 07:55 PM

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View PostAzu, on 25 February 2012 - 04:24 AM, said:

So, I think I know how they got Super Sonic in the boss levels. It seems it was Cheat Engine.
http://www.mediafire...ngchh901x90cyl6

So if anyone wants to try it...


How do you get it to work? I can't seem to get anything but crashes.

#1200 User is offline Lobotomy 

Posted 25 February 2012 - 08:18 PM

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You're welcome. :3333333333333

Quote

My controller is fucked up, so bare with me here, You'll notice some fuckups, but rest assured, it's the controller, not the game.

What I've done thusfar:

-Added almost fully functioning Spin Attack in place of slide. (Momentum is unfinished, but more profound than it used to be, you only need to press B to spin, no need to hold it, spin attack lasts longer than the slide would, you stay in the spin and start rolling backwards if you can't make it up a hill, et al)
-Removed buffer for stomp, so you can make your next move immediately after stomping.
-Some other less important stuff, that frankly I forgot about after freaking the fuck out about the spin attack.

What I will (try to) do:
-Improve momentum (I can almost guarantee this one.)
-Map Spin attack to down on the D-Pad
-Tweak the drift to my liking
-Fix uncurling (NO PROMISES)
-Spin Attack sound (Entirely possible, but not a priority.)
-Better control for spin attack in 3D

This post has been edited by Lobotomy: 25 February 2012 - 08:21 PM

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