EDIT: New page >_>
Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#2446
Posted 16 August 2012 - 02:19 AM
For a moment the thumbnail looked like he was on Skis...
EDIT: New page >_>
EDIT: New page >_>
This post has been edited by SonicHyuga: 16 August 2012 - 02:20 AM
#2447
Posted 16 August 2012 - 04:59 AM
So, I soft of got it. Importing the Dae file got me this. I still don't know why his mouth is inside his face.
Importing the .model with the script imports the bones but doesn't seem to attach the animation unless it's the sonic mesh is named "chr_classic_sonic_HD".
Importing the .model with the script imports the bones but doesn't seem to attach the animation unless it's the sonic mesh is named "chr_classic_sonic_HD".
This post has been edited by Azu: 16 August 2012 - 05:07 AM
#2448
Posted 17 August 2012 - 02:09 AM
Question, though I think I already know what the answer will be. Would it be possible to disable spindash in 3D (but not in 2D)? It would be pretty handy for classic levels with both 3D and 2D sections. Of course, it'd be even better to fix the spindash, but barring that I could see a 3D classic section working pretty well without spindash, provided the level is designed for it.
#2449
Posted 17 August 2012 - 05:19 AM
Now I'm just talking out my ass here, but I want to say yes. After all something similar must occur for modern sonic when he switches from 3d to 2d and can no longer quickstep or drift, same with the quickstep sections disabling drifting as well
#2450
Posted 17 August 2012 - 06:21 AM
Is this animation still in the game?
This post has been edited by ultima espio: 17 August 2012 - 06:21 AM
#2454
Posted 17 August 2012 - 10:13 PM
Azu, on 16 August 2012 - 04:59 AM, said:
So, I soft of got it. Importing the Dae file got me this. I still don't know why his mouth is inside his face.
Importing the .model with the script imports the bones but doesn't seem to attach the animation unless it's the sonic mesh is named "chr_classic_sonic_HD".
Importing the .model with the script imports the bones but doesn't seem to attach the animation unless it's the sonic mesh is named "chr_classic_sonic_HD".
Try contacting someone on Facepunch Forum. They have a 'Sonic the Hedgehog Thread' for all models, and they ported Classic Sonic to G-Mod, so maybe they can help you understand how the model works. It's under the 'Models' Sub-section, but you need to register obviously... unless you already have an account.
Wait, what are you trying to do again, are you trying to edit Classic Sonic's bones so that you could port custom bones?
This post has been edited by Retroman: 17 August 2012 - 10:13 PM
#2455
Posted 17 August 2012 - 10:48 PM
No, I plan on importing Classic Sonic to the Sonic GDK. The animations are not importing correctly. I already have an account at Facepunch there.
#2456
Posted 19 August 2012 - 07:38 PM
This isn't exactly an important or big thing, but given the somewhat recent discovery of the Unleashed renderers and shaders, I was a bit curious about something. Looking back, I can see that Sonic had a neat trailing effect when he did a homing-attack or slide. Is there any leftover code that contains that? I wouldn't be surprised, given how much other leftover stuff there seems to be. (In fact, I heard that the crouch-kick animation is leftover as well... can I get a confirmation on that?)
#2458
Posted 19 August 2012 - 09:02 PM
so, has anyone released some character swaps yet that make use of the Mod Installer? I only found a Metal Sonic one, that doesn't have all the animations yet.
#2459
Posted 19 August 2012 - 10:20 PM
So lately I see allot of people complaining about how much Planet Wisp sucks in Generations.
I ask you guys, does anyone have any plans to re-do Planet Wisp in Generations? be pretty cool to see what fans would come up with as a "good" version of Planet Wisp.
I ask you guys, does anyone have any plans to re-do Planet Wisp in Generations? be pretty cool to see what fans would come up with as a "good" version of Planet Wisp.
#2460
Posted 20 August 2012 - 01:43 AM
I'm still just in the concept and planning stage, but I was considering doing something with Splash Hill Zone. I figure that while the original version got a lot of hate, it still seems like there's something worth using there. (That, and it seemed simple enough for a first attempt at learning 3D software.)
On a related note, is it possible to use Google SketchUp to design the level and make the file for importing? I'm not entirely sure my computer can run 3DS Max. I can never comprehend the system requirements and how they compare to my laptop. If it helps, here's what I'm using:
System
--------------------------------------------------------------------------------
Manufacturer Hewlett-Packard
Model Compaq Presario CQ60 Notebook PC
Total amount of system memory 2.00 GB RAM
System type 32-bit operating system
Number of processor cores 2
64-bit capable Yes
Storage
--------------------------------------------------------------------------------
Total size of hard disk(s) 233 GB
Disk partition (C:) 57 GB Free (222 GB Total)
Disk partition (D:) 2 GB Free (11 GB Total)
Media drive (E:) CD/DVD
Media drive (F:) CD/DVDCD/DVD
Graphics
--------------------------------------------------------------------------------
Display adapter type NVIDIA GeForce 8200M G
Total available graphics memory 895 MB
Dedicated graphics memory 256 MB
Dedicated system memory 0 MB
Shared system memory 639 MB
Display adapter driver version 8.15.11.8644
Primary monitor resolution 1366x768
DirectX version DirectX 10
On a related note, is it possible to use Google SketchUp to design the level and make the file for importing? I'm not entirely sure my computer can run 3DS Max. I can never comprehend the system requirements and how they compare to my laptop. If it helps, here's what I'm using:
System
--------------------------------------------------------------------------------
Manufacturer Hewlett-Packard
Model Compaq Presario CQ60 Notebook PC
Total amount of system memory 2.00 GB RAM
System type 32-bit operating system
Number of processor cores 2
64-bit capable Yes
Storage
--------------------------------------------------------------------------------
Total size of hard disk(s) 233 GB
Disk partition (C:) 57 GB Free (222 GB Total)
Disk partition (D:) 2 GB Free (11 GB Total)
Media drive (E:) CD/DVD
Media drive (F:) CD/DVDCD/DVD
Graphics
--------------------------------------------------------------------------------
Display adapter type NVIDIA GeForce 8200M G
Total available graphics memory 895 MB
Dedicated graphics memory 256 MB
Dedicated system memory 0 MB
Shared system memory 639 MB
Display adapter driver version 8.15.11.8644
Primary monitor resolution 1366x768
DirectX version DirectX 10
