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

#1201 User is offline Dario FF 

Posted 25 February 2012 - 08:20 PM

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I managed to write a material loader/writer so I can now convert material formats from Unleashed to Generations.

What was the disadvantages? Unleashed had separate files to describe a single material:

A .material file for properties values(diffuse, specular, etc.)
A .texset file for defining all the names of .textures to use.
A .texture file for each texture unit with the names of the DDS textures to load.

As you can see, a material with 2-3 textures would result in nearly 5-6 files. Just madness. Generations uses a single .material for this(root node type 3 in the specs posted), so I simply resaved them all to this better and shorter format.

Apart from being sure this just works now, some other positive side-effects. For one, it seems the mapping of stuff like this got fixed. Previously they just stretched to the ground. Therefore, some of the extra details are now visible now.
Spoiler


I also managed to find the bug that was driving me nuts on my terrain mesh loader, and fixed it. Now it loads up ALL the terrain(with the exception of water at the moment since that requires a plane definition), and also loading materials of course. With the next release of my editor you should be able to export the terrain geometry into a 3D editor of your choice, although I'm trying to figure out how to fix the uv mapping currently. At least with the reassurance that my loader is working smoothly now, I can go get my hands dirty into an importer. :)

Some more screens.
Spoiler


EDIT: Sorry Lobotomy. :v:
This post has been edited by Dario FF: 25 February 2012 - 08:20 PM

#1202 User is offline Lobotomy 

Posted 25 February 2012 - 08:27 PM

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View PostDario FF, on 25 February 2012 - 08:20 PM, said:

EDIT: Sorry Lobotomy. :v:


'sall good. I'm sure someone's going to check the previous page. But can you answer a question for me?

I'm using the latest version of SonicGLvl on Google Code, and I'm trying to remove all of the speed boosters from GHZ 2. Can you tell me why reimporting the level renders it completely devoid of objects?

Also: Check the previous page people, you won't be disappointed.
This post has been edited by Lobotomy: 25 February 2012 - 08:27 PM

#1203 User is offline Dario FF 

Posted 25 February 2012 - 08:28 PM

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View PostLobotomy, on 25 February 2012 - 08:26 PM, said:

View PostDario FF, on 25 February 2012 - 08:20 PM, said:

EDIT: Sorry Lobotomy. :v:


'sall good. I'm sure people are going to check the previous page. But can you answer a question for me?

I'm using the latest version of SonicGLvl on Google Code, and I'm trying to remove all of the speed boosters from GHZ 2. Can you tell me why reimporting the level renders it completely devoid of objects?


Can you give me a little more information about that? What option did you use for opening it? And may I have a copy of the level file?

Also I'll drop the usage of the artools in the future and just use MM's editor on 0.5.
This post has been edited by Dario FF: 25 February 2012 - 08:29 PM

#1204 User is offline Lobotomy 

Posted 25 February 2012 - 08:36 PM

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Yeah, I totally did overwrite the wrong files. Disregard.
This post has been edited by Lobotomy: 25 February 2012 - 10:25 PM

#1205 User is offline DustArma 

Posted 25 February 2012 - 08:59 PM

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View PostLobotomy, on 25 February 2012 - 08:18 PM, said:


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



Bumping for epicness, this really needs to be watched.

#1206 User is offline Turbohog 

Posted 25 February 2012 - 10:50 PM

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I'm loving what you've been doing Lobototomy. Spin attack should've been used in the first place, not slide. I hope you can make those improvements you mentioned . And great work as usual Dario!

#1207 User is offline Azu 

Posted 25 February 2012 - 11:31 PM

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View PostDustArma, on 25 February 2012 - 07:55 PM, said:

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.



I'm not sure to be honest. I know Sonic generations doesn't use VAC, but the thing that freaks me out about VAC is that you don't know when you get flagged. I suppose you would just tick the options.

#1208 User is offline DustArma 

Posted 25 February 2012 - 11:59 PM

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View PostAzu, on 25 February 2012 - 11:31 PM, said:

View PostDustArma, on 25 February 2012 - 07:55 PM, said:

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.



I'm not sure to be honest. I know Sonic generations doesn't use VAC, but the thing that freaks me out about VAC is that you don't know when you get flagged. I suppose you would just tick the options.


VAC is only in effect on VAC-enabled servers of VAC-enabled games, using Cheat Engine on a random Steam game won't get you flagged, same as using trainers and the like won't either.

#1209 User is offline Azu 

Posted 26 February 2012 - 12:40 AM

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Ah. Will, I tired it and it froze. I'm guess the skill check is either in the that compile lua file or hard coded.

#1210 User is offline Kharen 

Posted 26 February 2012 - 03:14 AM

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So, I watched your video, Lobotomy, and I'm really amazed by what you put together. I started thinking about the scripted slopes in Sky Sanctuary and how they were messing with your Spin Attack while on them. Could it be possible to remove the scripted parts to those slopes? I was kind of thinking that if you exported the level as collision data and the visual part (can't recall what it's called at the moment, stupidly enough), and re-insert them like Dario is with the Unleashed levels, would it still re-import the scripted parts of those slopes? (Forgive me if I sound really stupid in saying that, I don't know anything about programming, really)

Also, you said that you want to map the Spin Attack to down on the D-Pad. Wouldn't that screw up general movement in the 3D sections of the game? I mean, what happens when you're not rushing and you just want to turn around?

#1211 User is offline Rainbow Dash 

Posted 26 February 2012 - 03:34 AM

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Hey, quick question about Unleashed PC for Dario and Twilight - I've read before (actually earlier on this thread, maybe it was even Dario that posted it) that in the files there's a simple command that allows X button homing attack - will you guys be enabling that? To be honest I'd prefer the homing attack on the X button - it was nice to have it as A in Generations, but.. I dunno, I'd kinda just prefer it like that. I think the reason they changed it to A was because the amount of 2D Platforming was increased, and with it as A you're able to jump forward whereas in Unleashed you would just boost midair. I apologize if this has been asked or even stated before but, I was just wondering.

#1212 User is offline Dario FF 

Posted 26 February 2012 - 08:14 AM

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View PostRainbow Dash, on 26 February 2012 - 03:34 AM, said:

Hey, quick question about Unleashed PC for Dario and Twilight - I've read before (actually earlier on this thread, maybe it was even Dario that posted it) that in the files there's a simple command that allows X button homing attack - will you guys be enabling that? To be honest I'd prefer the homing attack on the X button - it was nice to have it as A in Generations, but.. I dunno, I'd kinda just prefer it like that. I think the reason they changed it to A was because the amount of 2D Platforming was increased, and with it as A you're able to jump forward whereas in Unleashed you would just boost midair. I apologize if this has been asked or even stated before but, I was just wondering.


IIRC last time Chimera tried to enable that all it did was give classic a homing attack on A by default(like, even on the hub world). It doesn't really do what it says. I haven't tried myself though.

#1213 User is offline Morph 

Posted 26 February 2012 - 08:19 AM

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I tried it myself, and it worked just fine, although I didn't bother testing out Classic Sonic at the time...

#1214 User is offline Dario FF 

Posted 26 February 2012 - 08:33 AM

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View PostMorph, on 26 February 2012 - 08:19 AM, said:

I tried it myself, and it worked just fine, although I didn't bother testing out Classic Sonic at the time...

Well if it works fine for Modern it could just be an option when installing, along with the Unleashed drift animation.

Also, formats for light files(although they're pretty damn easy to figure out). Also Chimera added an Objects subsection to the guide, so I'll dump any particular info regarding objects there instead of keeping it on my head. :v:

#1215 User is offline Lobotomy 

Posted 26 February 2012 - 12:07 PM

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View PostKharen, on 26 February 2012 - 03:14 AM, said:

So, I watched your video, Lobotomy, and I'm really amazed by what you put together. I started thinking about the scripted slopes in Sky Sanctuary and how they were messing with your Spin Attack while on them. Could it be possible to remove the scripted parts to those slopes?


It really depends on the slope, but before Generations was released, Polygon Jim did this to a few slopes in Green Hill Act 1 and it fucked them up pretty hard. Unfortunately there are some things in the game that have to stay scripted.

Quote

Also, you said that you want to map the Spin Attack to down on the D-Pad. Wouldn't that screw up general movement in the 3D sections of the game? I mean, what happens when you're not rushing and you just want to turn around?


I didn't take that into account :v:. I guess it's staying on B then.
This post has been edited by Lobotomy: 26 February 2012 - 12:11 PM

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