Just thought I'd stop in and share what were talking about at SSMB:
Someone has restored the original rank animations from the demo.
I really doubt they were rank animations given how it doesn't even match the pose he was in. I bet it was just something to show off or maybe a cut out feature.
Also you've had a terrific luck they didn't choose to package the HKX as 360 binary files, but HKT which are cross platform. I wonder why they did that on the demo but not on Unleashed or Generations?
EDIT: Woops, new page.
This post has been edited by Dario FF: 28 April 2012 - 08:43 PM
Those were just unused animations that were going to be for response in the hubworld, with Sonic and Classic Sonic rocking out while listening to music. I thought I said this way back. Hmm haha. Plus they had the same naming style Col_Rock_anm.hkx or whatever.
Seems like a more usable approach then a rank animation that is out of place.
This post has been edited by Twilightzoney: 28 April 2012 - 09:04 PM
I really doubt they were rank animations given how it doesn't even match the pose he was in. I bet it was just something to show off or maybe a cut out feature.
Also you've had a terrific luck they didn't choose to package the HKX as 360 binary files, but HKT which are cross platform. I wonder why they did that on the demo but not on Unleashed or Generations?
EDIT: Woops, new page.
Probably, I just call them the rank animations because of our early Retro chats about the demo extractions. Its cool to see them reimplemented in something reguardless.
Meh, who knows. there probably was full intent to port this to the PC and they probably started off with all PC files and made the changes when converting PC files into 360/PS3 files. thats just a wild guess though.
The most important thing that that video revealed to me is that, someone, somewhere, likes the Sonic Heroes theme song enough to listen to it in lieu of anything else while playing GHZ, and didn't care if the whole world knew it.
This post has been edited by AerosolSP: 29 April 2012 - 01:58 PM
Would be fun to see some Daytona USA tracks ported over to Generations.
or maybe even Sonic R tracks, Now that'd kick ass, Sonic R with proper control scheme.
Anyone have the Sonic R tracks and assets on hand ?!
This post has been edited by Andrew75: 29 April 2012 - 09:41 AM
2006 level porting! He said he would be doing more tweaking to the level later on but its a start.
My mouth was literally hanging open as I watched that... I can't believe that even worked as well as it did!
This actually makes me wonder something... which do you guys think is easier? Adding in custom scripts to an 06 stage or fixing scripts on Unleashed stages?
2006 level porting! He said he would be doing more tweaking to the level later on but its a start.
My mouth was literally hanging open as I watched that... I can't believe that even worked as well as it did!
This actually makes me wonder something... which do you guys think is easier? Adding in custom scripts to an 06 stage or fixing scripts on Unleashed stages?
Porting 06 stages implies recreating everything that is not level geometry, on top of that you have to create the lighting from scratch as 06 used dynamic shadows for everything.
Every day's the same old thing... Same place, different day...
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Okay so I updated Generations Archive Editor, fixed the icon bug (hopefully), and at Chimera's request, made it save ar.00 files as a single file, regardless of size, and made it ignore split files when generating arl files.
This may cause an issue if you open a split file, save it, and open it again, as it will read the combined file and the leftover split files, leading to duplicate files. Not sure how to handle that without completely disabling support for loading split files.