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

#1936 User is offline Blivsey 

Posted 05 June 2012 - 12:24 PM

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Found it.

Head to :54 because it's not working correctly.

#1937 User is offline Dario FF 

Posted 05 June 2012 - 12:28 PM

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View PostFelik, on 05 June 2012 - 11:11 AM, said:

Wow I didn't know you can make a generic BlitzSonic level in Genereations. Good job... I guess.

What do you expect, a full Sega toolset including Render Farms and all the features for their done-from-scratch engine in about half an year after the game's launch? :rolleyes:
This post has been edited by Dario FF: 05 June 2012 - 12:29 PM

#1938 User is offline Twilightzoney 

Posted 05 June 2012 - 12:39 PM

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View PostFelik, on 05 June 2012 - 11:11 AM, said:

Wow I didn't know you can make a generic BlitzSonic level in Genereations. Good job... I guess.


Yes, becuase BlitzSonic has actual camera angles and grinding rails that actually work. Yeah, totally a BlizSonic level.

Just because it isn't finished like most BlitzSonic levels doesn't mean you can apply it to this. Plus this looks much better since it has some baked shadows as to where BlitzSonic people don't know how to model something and just port levels anyways.

I would insert notsureiftrollorjuststupid.jpg ,but I think you get the point.
This post has been edited by Twilightzoney: 05 June 2012 - 12:40 PM

#1939 User is offline Hinchy 

Posted 05 June 2012 - 01:26 PM

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View PostFelik, on 05 June 2012 - 11:11 AM, said:

Wow I didn't know you can make a generic BlitzSonic level in Genereations. Good job... I guess.

This hurts my feelings in unimaginable ways that you can barely fathom. Project cancelled forever.

But yeah seriously it's not done. It looks like shit because the UVs are shit and some of the normals are shit and the stage is barren as fuck and placeholder textures everywhere and oh god it's so unpolished and not even close to being done.

#1940 User is online Dude 

Posted 05 June 2012 - 01:33 PM

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View PostHinchy, on 05 June 2012 - 01:26 PM, said:

But yeah seriously it's not done. It looks like shit because the UVs are shit and some of the normals are shit and the stage is barren as fuck and placeholder textures everywhere and oh god it's so unpolished and not even close to being done.


This is why I haven't released many videos. My project is being updated constantly but I only want to show off the best of it.

#1941 User is offline Azu 

Posted 05 June 2012 - 03:38 PM

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View PostMainMemory, on 05 June 2012 - 10:47 AM, said:

View PostAzu, on 05 June 2012 - 09:49 AM, said:

Might have been an unused feature of the springs. I wouldn't mind seeing Skyrail, I'd do it myself if I knew what tools to use rip SA2 levels.

SALVL from SADXPCTools can load SA2 levels and export to OBJ, though it may not yet be suitable for these purposes...



DC or GC?

#1942 User is offline Falk 

Posted 05 June 2012 - 04:34 PM

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View PostDario FF, on 05 June 2012 - 12:28 PM, said:

View PostFelik, on 05 June 2012 - 11:11 AM, said:

Wow I didn't know you can make a generic BlitzSonic level in Genereations. Good job... I guess.

What do you expect, a full Sega toolset including Render Farms and all the features for their done-from-scratch engine in about half an year after the game's launch? :rolleyes:


While Felik is just being Felik as usual, his comment does underline an issue with fangaming coming into the 3D age though. I mean, you have everything from concept artists to asset creators to the actual level designers to lighting engineers in the actual industry pipeline. The more complex the game, the harder it is for individuals or small groups to wear all the hats and come close to commercial products, and to a large extent it shows. I'm not saying it's a bad thing - no one expects a small group of people in their free time to create something like what's in the game currently from scratch (as opposed to, say, working off Sweet Mountain) but the fact remains that as talented as some people in the community are, there really are a limited of man hours anyone can throw at stuff like this.

The only way I can ever foresee stages with a reasonably close amount of visual candy to existing stages being created from the ground up is via combined efforts, with people working on little things and someone in charge keeping style/detail/etc consistent and putting it all together, but hey, this particular fandom has a notorious track record w.r.t community projects so...

Otherwise, lower your expectations. Gee. This isn't a slight to all the amazing work people are doing with the tools we have right now. I'm just being realistic.

#1943 User is offline MainMemory 

Posted 05 June 2012 - 04:38 PM

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View PostAzu, on 05 June 2012 - 03:38 PM, said:

View PostMainMemory, on 05 June 2012 - 10:47 AM, said:

View PostAzu, on 05 June 2012 - 09:49 AM, said:

Might have been an unused feature of the springs. I wouldn't mind seeing Skyrail, I'd do it myself if I knew what tools to use rip SA2 levels.

SALVL from SADXPCTools can load SA2 levels and export to OBJ, though it may not yet be suitable for these purposes...



DC or GC?

DC. Addresses for the US version are at SCHG:Sonic Adventure 2/Level Data Locations.

#1944 User is offline Turbohog 

Posted 05 June 2012 - 04:50 PM

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If you're having a tough time porting SA2 levels to Generations, Gorilla5 made this video:


It's a pretty detailed tutorial, so I imagine it'll answer most questions related to SA2 and Generations.

#1945 User is offline DinodudeEpic 

Posted 05 June 2012 - 05:04 PM

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View PostLobotomy, on 04 June 2012 - 10:03 PM, said:

For those of you who are still unaware (a lot of you, it seems), I am SonicthePlumber. Just to let you know.
Also this is pretty neat, I didn't know how well my physics changes would work in 3d.


I know that you're Sonictheplumber, I just simply forgot to point it out. Sorry for the confusion involving that.

Anyways, I am happy that you found the 'combination' (I can't really call it a proper mod.) to be fine. In fact, I was thinking about making a mod that removes the dash panels and homing attack chains from the levels. (Replacing the homing attack chains with platforms and having classic spring-pads.) Although, I need both the permissions of you and DarioFF, since I would be using both of your material. I will be giving credit to both of you, if I do get permission.

Sorry if I sound too demanding or anything.

#1946 User is offline Lanzer 

Posted 05 June 2012 - 10:55 PM

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JoeTE's Robo-Sonic skin mod 1.0 has been released!:

View PostJoeTE, on 05 June 2012 - 08:26 PM, said:

To change the subject a bit, here's a download for the Sonic Simulator Robot I've been working on.
http://www.mediafire...jfp96p2e1bupppk

I told you guys I'd release it on June 5th!

EDIT: Video is ready!
NOTE: Thanks to Retro's "I" corrector, its screwing up the video's link. Video can't be shown until this issue is resolved.

Spoiler


It includes a full model import with no glitches, 4 alternate color schemes (based on the 4 alternate color schemes the robot had in Sonic Colors,) separate HUD edits for all 5 color schemes, and a Super Form.

However, a few spots are still left unchanged. No changes have been made to Classic Sonic (Yet!). Mission/Boss specific models and HUD elements remain unchanged (So no text/image changes during Shadow's battle, and no Super form robot in the Time Eater battle.)

P.S. - I've thought of even more things to include in this mod. I just have to get better at making stages, and I need to wait until NPC model importing is fully supported in SonicGlvl...


Also:

View PostJoeTE, on 05 June 2012 - 10:47 PM, said:

Even though I just released a download for the Sonic Simulator Robot, I've decided to show you all a preview for what I'm including in the next release. I'm surprised that I managed to make this as quickly as I did. Be warned; the following image is shockingly good!

Spoiler


This post has been edited by Lanzer: 05 June 2012 - 11:02 PM

#1947 User is offline Lobotomy 

Posted 05 June 2012 - 11:13 PM

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View PostDinodudeEpic, on 05 June 2012 - 05:04 PM, said:

View PostLobotomy, on 04 June 2012 - 10:03 PM, said:

For those of you who are still unaware (a lot of you, it seems), I am SonicthePlumber. Just to let you know.
Also this is pretty neat, I didn't know how well my physics changes would work in 3d.


I know that you're Sonictheplumber, I just simply forgot to point it out. Sorry for the confusion involving that.

Anyways, I am happy that you found the 'combination' (I can't really call it a proper mod.) to be fine. In fact, I was thinking about making a mod that removes the dash panels and homing attack chains from the levels. (Replacing the homing attack chains with platforms and having classic spring-pads.) Although, I need both the permissions of you and DarioFF, since I would be using both of your material. I will be giving credit to both of you, if I do get permission.

Sorry if I sound too demanding or anything.


I'm actually working on removing the dash panels in the levels right now for the next update, which will be out soon.
This post has been edited by Lobotomy: 05 June 2012 - 11:15 PM

#1948 User is offline Lanzer 

Posted 05 June 2012 - 11:58 PM

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Sweet custom enemy replacements!!

#1949 User is offline Candescence 

Posted 06 June 2012 - 02:56 AM

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View PostFalk, on 05 June 2012 - 04:34 PM, said:

While Felik is just being Felik as usual, his comment does underline an issue with fangaming coming into the 3D age though. I mean, you have everything from concept artists to asset creators to the actual level designers to lighting engineers in the actual industry pipeline. The more complex the game, the harder it is for individuals or small groups to wear all the hats and come close to commercial products, and to a large extent it shows. I'm not saying it's a bad thing - no one expects a small group of people in their free time to create something like what's in the game currently from scratch (as opposed to, say, working off Sweet Mountain) but the fact remains that as talented as some people in the community are, there really are a limited of man hours anyone can throw at stuff like this.

The only way I can ever foresee stages with a reasonably close amount of visual candy to existing stages being created from the ground up is via combined efforts, with people working on little things and someone in charge keeping style/detail/etc consistent and putting it all together, but hey, this particular fandom has a notorious track record w.r.t community projects so...

Otherwise, lower your expectations. Gee. This isn't a slight to all the amazing work people are doing with the tools we have right now. I'm just being realistic.

I think one of the possible, main solutions to this problem would be creating a bunch of "building block" models that can be easily modified, expanded and/or retextured to fit the kind of levels one is trying to create. I'd like to be able to build 3D levels entirely with 'tiles' like I would a 2D level.

#1950 User is offline Falk 

Posted 06 June 2012 - 06:01 AM

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A potential issue that crops up from that is you don't want the world to look blocky. In fact, the less perpendicular things are, the more 'natural' or 'modern' it looks. (Barring obviously expected things like walls being 90' from flooring herp)

Back in the Quake/Worldcraft days (which essentially was the first truly 3D modding scenario/community) the concept of prefabs was a really big step forward in workflow - and in fact is the foundation for level creation in almost any number of modern 3D games (see: Call of Duty, Skyrim, etc) where essentially assets like houses, trees, bins, etc were created by people other than the one who actually puts the level together. You could say it's similar to tilesets, but not limited to being of any set size, and not being required to fit like a jigsaw just due to the more organic nature of a 3D environment. Most level designers are capable of putting the basic 'playable area' geometry together in a sane amount of man hours. It's all the little details, be it within the playable area itself (street lamps, benches, breakable objects, bridges, buildings, etc) or dotting the background to break up the simplicity of a horizon ('facade' in industry jargon) that would be insane for any single person to attempt to tackle alone.

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