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

#1801 User is online Dario FF 

Posted 23 May 2012 - 01:03 PM

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Guys it's a model/skeleton/animation test, I'm not gonna make Mario playable. :v:

#1802 User is offline Trunks 

Posted 23 May 2012 - 02:33 PM

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No no, no one is assuming you are.

..but could you?

#1803 User is offline Chris Highwind 

Posted 23 May 2012 - 03:43 PM

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View PostTrunks, on 23 May 2012 - 02:33 PM, said:

No no, no one is assuming you are.

..but could you?


Oh, god, I just had the best thought ever

Sonic Generations + Imported Mario model = SOMARI GENERATIONS

#1804 User is offline Azu 

Posted 23 May 2012 - 03:50 PM

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Has anyone been able to import the Egg Dragoon with the model script?

#1805 User is online Dario FF 

Posted 23 May 2012 - 03:50 PM

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View PostAzu, on 23 May 2012 - 03:50 PM, said:

Has anyone been able to import the Egg Dragoon with the model script?

Point me to the right files and I'll try it on my editor instead. I've done some work in a COLLADA exporter but I haven't been able to get materials to work yet. (And for some reason Max loads them but blender doesn't even try to load my file)
This post has been edited by Dario FF: 23 May 2012 - 03:51 PM

#1806 User is offline Azu 

Posted 23 May 2012 - 04:01 PM

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I tried to load them in max, with the script, but it gave error.

Unable to Convert: undefined to type: Interger64

Files I used were.
enm_bne_eggdragoon_top.model
enm_bne_eggdragoon_under.model
enm_bne_eggdragoon_baria_under.model
enm_bne_eggdragoon_brk.model
enm_bne_eggdragoon_drill.model

Egg Dragoon is found in bb1.cpk > bne.

#1807 User is offline Trunks 

Posted 23 May 2012 - 04:11 PM

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Last night on our Podcast (the Bancast, it's great!) we talked about what would make a good Mario and Sonic crossover game, and we talked about if Modern Sonic were in Mario levels, and Mario in Classic Sonic levels (yes, a la Somari). Could be a fun hack, but I don't posess the ability nor time to do it. :(

#1808 User is offline Covarr 

Posted 23 May 2012 - 04:44 PM

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View PostChris Highwind, on 23 May 2012 - 03:43 PM, said:

View PostTrunks, on 23 May 2012 - 02:33 PM, said:

No no, no one is assuming you are.

..but could you?


Oh, god, I just had the best thought ever

Sonic Generations + Imported Mario model + Hideously broken physics = SOMARI GENERATIONS

Fixed that for ya.

#1809 User is online Dario FF 

Posted 24 May 2012 - 10:11 AM

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View PostTrunks, on 23 May 2012 - 02:33 PM, said:

No no, no one is assuming you are.

..but could you?

Seems I just did. :eng101: I only replaced the boosting animation with a pose(the .model file is in T-Pose), so it seems to be working now!
Posted Image

So it seems I got skeleton support working right now. There's a couple of things to watch out for when trying to replace over Sonic's model:
  • The model converter doesn't read .scene files, it only converts .mesh ogre files(which as well load the skeleton if available), so it will ignore any properties you apply to the node(translation, rotation, scaling, etc.). This means that your havok skeleton and model/skeleton in max should be at their regular scaling(that in max is 100/100/100). If you want to make it smaller, the easiest way to do that is when creating the animations, scaling and rotating the root bone as needed.
  • The Havok skeleton should be the exact same pose of the .model file, with the original scale and all.
  • Animations are kinda lenient since it's handled by Havok luckily, so my converter will have nothing to do with it. Just gotta make sure it's the same set of bones you're animating with.
  • Some bones are hardcoded and need to be there, otherwise it crashes. Bone list of Sonic, not sure which of those are needed.


Posted Image
Posted Image

EDIT:

This post has been edited by Dario FF: 24 May 2012 - 10:44 AM

#1810 User is offline Jogita 

Posted 24 May 2012 - 05:03 PM

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View PostDario FF, on 23 May 2012 - 09:25 AM, said:

View PostJogita, on 22 May 2012 - 08:25 PM, said:

I got all the way until Step 4. Which I am not aware of an "Importer script". All I have are a bunch of UV-ANIM files of Sonic. Did I unpack the wrong Sonic file?


Probably referring to this:
Model Importer script, it needs to be updated some time though...

Also trying to finally figure out how the skeletons/bones work thanks to a lot of help from Darkspines and Link, not done yet but getting much more closer than I was before:
Posted Image

Sorry to be such a noob, but now I'm stuck on Step 6. Animate.
How exactly do I do that?
Do I have to make a custom animation? Or can I edit Sonic's current animation?
If I can edit it, how do I find it?
If it must be custom, where do I save it/what do I save it as?

#1811 User is online Dario FF 

Posted 24 May 2012 - 05:56 PM

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View PostJogita, on 24 May 2012 - 05:03 PM, said:

Sorry to be such a noob, but now I'm stuck on Step 6. Animate.
How exactly do I do that?
Do I have to make a custom animation? Or can I edit Sonic's current animation?
If I can edit it, how do I find it?
If it must be custom, where do I save it/what do I save it as?


If you're using 3DS Max, you can use hkxcmd, which is an Skyrim tool to import over the animations from the HKX files into the model's skeleton you have imported.

You can either make your animations from scratch with the skeleton the model importer has, or import one with hkxcmd and edit it as you want.

For exporting, you'll need to use the Havok Content Tools for max and add the Create Skeletons/Skin/Animations filters, the Prune Types filter for any data that isn't animations, and then finally a Write Platform filter with the parameters Win32 MSVC, strip meta-data, Binary Packfile, as a HKX.

Keep in mind the importer script does some rotation and scaling of its own to the root bone, so you might want to comment that out of it(it's down there in the last few lines). Otherwise the animation won't match the stuff used ingame.

#1812 User is offline Retroman 

Posted 25 May 2012 - 01:29 AM

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<3 you Dario FF!

#1813 User is offline Blivsey 

Posted 25 May 2012 - 12:00 PM

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So how has no one posted this awesome thing yet, other than the obvious reason of "we have more advanced things happening"?

There's a download link on his channel. Someone should totally fine-tune it.

#1814 User is online TheKazeblade 

Posted 25 May 2012 - 12:04 PM

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View PostBlivsey, on 25 May 2012 - 12:00 PM, said:

So how has no one posted this awesome thing yet, other than the obvious reason of "we have more advanced things happening"?

There's a download link on his channel. Someone should totally fine-tune it.


Ugh, just goest to remind me how crappy the animations were in '06. That needs a lot of fine-tuning before it starts looking good.

#1815 User is offline DustArma 

Posted 25 May 2012 - 01:47 PM

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View PostTheKazeblade, on 25 May 2012 - 12:04 PM, said:

View PostBlivsey, on 25 May 2012 - 12:00 PM, said:

So how has no one posted this awesome thing yet, other than the obvious reason of "we have more advanced things happening"?

There's a download link on his channel. Someone should totally fine-tune it.


Ugh, just goest to remind me how crappy the animations were in '06. That needs a lot of fine-tuning before it starts looking good.


If by fine-tunning you mean completely getting rid off then I agree :colbert:

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