Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#2251
Posted 21 July 2012 - 04:29 AM
I dunno, I'm finding the whole process really unintuitive. I must be missing something, because in the gruelling process I've been going through trying to get my (incomplete) model working in game, I've only been able to get it from crashing upon load to loading the stage and THEN crashing when my new badnik appears.
This post has been edited by TommoPuppy: 21 July 2012 - 04:30 AM
#2253
Posted 21 July 2012 - 08:42 AM
Might be because you need a certain bone in the game anyways? And its not finding that bone so it crashes?
#2254
Posted 21 July 2012 - 09:25 AM
I'm overwriting GHZ's Motobug and I'm exporting all his bones with the new model.
Could it be because my model isn't completely textured yet?
Could it be because my model isn't completely textured yet?
This post has been edited by TommoPuppy: 21 July 2012 - 09:27 AM
#2255
Posted 21 July 2012 - 06:46 PM
At 0:55, C.Sonic spin dashed in 3D.
I left a comment asking how, but no answer. This means it's possible!
Forgive me if this was already found.
#2256
Posted 21 July 2012 - 06:53 PM
Since spindash is a 2D skill, it uses the last 2D plane for its vector. The crash occurs when you attempt to spindash prior to any 2D section, which quite likely throws an undefined exception. The problem is that even after the first 2D section the vector used locks to the last active 2D section, so it's not very useful.
#2258
Posted 21 July 2012 - 09:12 PM
Azu, on 21 July 2012 - 07:03 PM, said:
Joltanz Mantis didn't make the video. He just showed it to us since he thought it was interesting and on-topic.
In an attempt to answer your question, I noticed that Classic Sonic went into the Death Egg Robot's stage Gate in the White World HUB. I can assume the video's creator just swapped the Perfect Chaos fight over the Death Egg Robot fight using the "Classic Sonic Adventures" method.
P.S. - This reminded me of a theory I had awhile back. The idea was to swap each of the boss stages over a normal stage. If the bosses can work over normal stages without any glitches, then it'd be entirely possible to play through them with skills. Of course, the downside is that you're replacing one of the regular stages...
#2260
Posted 21 July 2012 - 11:17 PM
#2261
Posted 21 July 2012 - 11:25 PM
It can also crash if it doesn't have the .material files in the same folder. (Game's materials, not the exported Ogre's ones)
This post has been edited by Dario FF: 21 July 2012 - 11:26 PM
#2262
Posted 22 July 2012 - 12:49 AM
Wouldn't it be easier to work this out if I just sent you my model?
#2263
Posted 22 July 2012 - 02:42 AM
That's kind of alot to ask of someone. If you'd like, I can try walking you through it over IM. PM me for more info.
#2264
Posted 22 July 2012 - 12:05 PM
Joe T.E., on 21 July 2012 - 09:12 PM, said:
P.S. - This reminded me of a theory I had awhile back. The idea was to swap each of the boss stages over a normal stage. If the bosses can work over normal stages without any glitches, then it'd be entirely possible to play through them with skills. Of course, the downside is that you're replacing one of the regular stages...
With CPKREDIR though, that can hardly be considered a downside. No more a downside than Classic Sonic Adventures, really.
