...also, I might just be stupid, but is there no way to change Sonic's start position in levels yet? Sorry if this is obvious...
Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#1756
Posted 10 May 2012 - 01:00 AM
Your attention to detail is amazing Dario; I've said it again and again, but great work!
...also, I might just be stupid, but is there no way to change Sonic's start position in levels yet? Sorry if this is obvious...
...also, I might just be stupid, but is there no way to change Sonic's start position in levels yet? Sorry if this is obvious...
#1758
Posted 10 May 2012 - 06:05 AM
Dario FF:
Are you that used to the Modern Sonic controls or is he really that smooth on open fields?
Is there any way to change how he controls on just one level, or if you change it, it will be like that on all the levels? I don't remember him running fast on the Unleashed City maps.
Are you that used to the Modern Sonic controls or is he really that smooth on open fields?
Is there any way to change how he controls on just one level, or if you change it, it will be like that on all the levels? I don't remember him running fast on the Unleashed City maps.
#1759
Posted 10 May 2012 - 08:42 AM
Truner, on 10 May 2012 - 06:05 AM, said:
Are you that used to the Modern Sonic controls or is he really that smooth on open fields?
He's fine on big maps, the drifting really helps a lot. Then again I'm really used to the controls as well, so I can't really say now.
Truner, on 10 May 2012 - 06:05 AM, said:
Is there any way to change how he controls on just one level, or if you change it, it will be like that on all the levels? I don't remember him running fast on the Unleashed City maps.
The game supports overriding previous files in sub-files. Even better, with XMLs, you can override just a few parameters if needed. So you can just change say, the speed cap or the gravity easily per level if needed.
#1760
Posted 10 May 2012 - 04:27 PM
Dario FF, on 10 May 2012 - 08:42 AM, said:
He's fine on big maps, the drifting really helps a lot. Then again I'm really used to the controls as well, so I can't really say now.
The game supports overriding previous files in sub-files. Even better, with XMLs, you can override just a few parameters if needed. So you can just change say, the speed cap or the gravity easily per level if needed.
The game supports overriding previous files in sub-files. Even better, with XMLs, you can override just a few parameters if needed. So you can just change say, the speed cap or the gravity easily per level if needed.
Thank you for the answer.
I'm asking all these because I thought about having different set of levels from each era. But for a... let's say Sonic Xtreme level, the in-stage Sonic physics would work, while Unleashed city ones would.
Well, it's not that I want to do anything just that, but I was caught in a trail of thoughts.
#1761
Posted 10 May 2012 - 05:35 PM
I think the Sonic GLvl topic may have become outdated. How are people importing stage geometry in the current SonicGLvl editor? I'd like to give it a try.
This post has been edited by Jason: 10 May 2012 - 05:35 PM
#1762
Posted 10 May 2012 - 05:49 PM
Dario FF, on 25 April 2012 - 09:47 PM, said:
For the sake of testing and seeing what features I should strive for and what not I have uploaded a very, VERY work in progress version of the 0.5 branch for SonicGLvl. 0.5 is the unstable branch up until 0.6 is released, which will be the last stable version for a while as well.
...
The official topic will likely get updated when 0.6 is launched. For now I'll just update you guys on my progress on this thread and try to release snapshots every once in a while.
...
The official topic will likely get updated when 0.6 is launched. For now I'll just update you guys on my progress on this thread and try to release snapshots every once in a while.
This post has been edited by Dario FF: 10 May 2012 - 05:49 PM
#1763
Posted 10 May 2012 - 05:52 PM
Curse having my final projects around the time neat things happen
.
#1764
Posted 10 May 2012 - 08:04 PM
So once sonicglvl and all the format cracking and whatnot is complete and stable enough to a point where you can make decent-looking levels, can anyone make a step by step tutorial to creating your own levels?
Maybe I'm just dumb, but right now reading ten different threads on how to do things is sort of counter-intuitive.
Maybe I'm just dumb, but right now reading ten different threads on how to do things is sort of counter-intuitive.
This post has been edited by mitaknight: 10 May 2012 - 08:05 PM
#1765
Posted 10 May 2012 - 10:27 PM
There's already a useful tutorial for using 3DS Max included with Sonic Glvl actually. Oh, and thanks for answering my stupid question Lobotomy.
This post has been edited by Turbohog: 10 May 2012 - 10:28 PM
#1766
Posted 11 May 2012 - 01:41 AM
Has the import script for max been worked to import the terrain model files yet?
#1767
Posted 11 May 2012 - 08:11 AM
Darkspines has an experimental one but I'm not sure if he plans to release it or not. Alternatively I might just write the exporter to COLLADA, but I haven't looked at the format yet. Is it just xml? Or xml with a parser program to convert it to binary?
#1769
Posted 11 May 2012 - 04:16 PM
FBX is a propietary format by Autodesk(so you gotta use their already compiled SDK to use it). COLLADA is simply XML.
This post has been edited by Dario FF: 11 May 2012 - 04:16 PM
#1770
Posted 14 May 2012 - 07:28 PM
I'm going to exercise some discretion and move the music discussion over here so that the other thread (which really is for hardware/performance feedback) doesn't derail.
Digging in the existing files, there are more conclusions I can make:
1) Totally forgot that there are loops that are completely unrelated to zones (I.e. skill shop, trophy room, etc) so even in a complete replacement we'd still have to maintain the same format/length/bpm/etc :V. Oh well.
2) Each set has 13 files, labelled A to M, each exactly a bar long at 138bpm
3) It's a little ridiculous in implementation. In-game they play this way:
<A B C> [D E F G H I J K L M] [D E F G H I J K L M] [D E F G H I J K L M]
<> intro, played once
[] loop, played indefinitely
It would seem that that'd mean it's a 3 bar 'intro' followed by a 10 bar 'loop' in implementation, but actually it's a 1 bar intro followed by a 10 bar loop, followed by a 2-bar buffer wraparound. In most cases B is essentially identical to L and C is identical to M. The reason they're seperate files is so that if the intro bar is some spastic sound effect that has a long tail, it has two bars to 'fade out' so that the loop can appear to be seamless. YES, THIS IS AN EXTREMELY RETARDED WAY TO IMPLEMENT IT (as opposed to e.g. Wwise middleware's post-exit/pre-entry features)
4) For some reason (at least the PC version) the wrong 1-bar intro seems to get played. I'm assuming it's always supposed to be the zone you exited the game in front of, but often it appears to be completely random.
5) The engineering on the purely audio side is extremely shoddy. The files themselves end slightly after the next kick drum/whatever and this makes it very prone to pops and clicks on transitions, but hey, maybe I'm just too much of a perfectionist. :V
Gonna mess around with replacing stuff and see how things go.
edit1: Man Dario you're an assbeef hahaha I went on a wildgeesechase for like an hour trying to figure out why replacement wasn't working; turns out the folder is SNG18... I literally tried everything, from initially realizing the folder had a subdirectory called Synth in it, to attempting to rename/delete a whole bunch of stuff to get things to break.
At the moment I have no idea what purpose SNG23 serves... it seems identical to SNG18, except it doesn't do anything.
Digging in the existing files, there are more conclusions I can make:
1) Totally forgot that there are loops that are completely unrelated to zones (I.e. skill shop, trophy room, etc) so even in a complete replacement we'd still have to maintain the same format/length/bpm/etc :V. Oh well.
2) Each set has 13 files, labelled A to M, each exactly a bar long at 138bpm
3) It's a little ridiculous in implementation. In-game they play this way:
<A B C> [D E F G H I J K L M] [D E F G H I J K L M] [D E F G H I J K L M]
<> intro, played once
[] loop, played indefinitely
It would seem that that'd mean it's a 3 bar 'intro' followed by a 10 bar 'loop' in implementation, but actually it's a 1 bar intro followed by a 10 bar loop, followed by a 2-bar buffer wraparound. In most cases B is essentially identical to L and C is identical to M. The reason they're seperate files is so that if the intro bar is some spastic sound effect that has a long tail, it has two bars to 'fade out' so that the loop can appear to be seamless. YES, THIS IS AN EXTREMELY RETARDED WAY TO IMPLEMENT IT (as opposed to e.g. Wwise middleware's post-exit/pre-entry features)
4) For some reason (at least the PC version) the wrong 1-bar intro seems to get played. I'm assuming it's always supposed to be the zone you exited the game in front of, but often it appears to be completely random.
5) The engineering on the purely audio side is extremely shoddy. The files themselves end slightly after the next kick drum/whatever and this makes it very prone to pops and clicks on transitions, but hey, maybe I'm just too much of a perfectionist. :V
Gonna mess around with replacing stuff and see how things go.
edit1: Man Dario you're an assbeef hahaha I went on a wildgeesechase for like an hour trying to figure out why replacement wasn't working; turns out the folder is SNG18... I literally tried everything, from initially realizing the folder had a subdirectory called Synth in it, to attempting to rename/delete a whole bunch of stuff to get things to break.
At the moment I have no idea what purpose SNG23 serves... it seems identical to SNG18, except it doesn't do anything.
This post has been edited by Falk: 14 May 2012 - 08:10 PM
