DustArma, on 29 April 2012 - 12:13 PM, said:
iGamr, on 29 April 2012 - 11:56 AM, said:
Lanzer, on 29 April 2012 - 08:55 AM, said:
http://www.youtube.c...h?v=5XfGpezwZtI
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.
You'll have to forgive me for not knowing this, as I'm not too familiar with the mechanics of Sonic 06, but how many things (besides tidying up some running-on-things scripts, switches, and enemy/spring placement) would be required to make these levels playable? From what I HAVE seen, the levels never had anything too complex, whereas Sonic Unleashed has a lot of scripts and such that might be harder to recreate, but it's not all being done from scratch after porting over a simple level geometry layout.
Also, nice work so far on the file loader; that sounds like it might end up as one of the most useful things for Generations modding yet! (Aside from the level editor that Dario is working on, of course.)
EDIT: Um... oops, new page? (I don't know why I keep seeing people comment on making a new page; is that just a Sonic Retro tradition?)



