I don't care how long it takes man, take your time, it's going to be amazing when it's done (Hell, it's already amazing xD)
Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#961
Posted 01 February 2012 - 10:30 PM
I don't care how long it takes man, take your time, it's going to be amazing when it's done (Hell, it's already amazing xD)
#962
Posted 01 February 2012 - 10:42 PM
#963
Posted 02 February 2012 - 08:09 AM
#964
Posted 02 February 2012 - 08:13 AM
I'd also like to take a stab later at figuring out how to recreate the breakable objects. The models are there, so I might just need to look over some Generations' ones(hint, the city escape breakable box) to see how it's done.
Also, if there are any Havok specialists out there, I'd like to know if there's any way to apply that custom "properties" tag that rigid bodies have in 3ds max using their content tools and plugins. I think that's what they mostly use for setting stuff like the walkable walls in speed highway, or the water at Seaside Hill, or even the basic floor properties like grass or stone so it plays the footstep sound and Sonic also aligns himself properly to the ground(which is mostly the reason he seems a little slow at Windmill Isle Act 2, because he's walking uphill most of the time
Seriously, there's nothing over-technical in this process to hide here. Anyone with a good 3D editor and the Havok tools for PC can make their own collision, it's just that Zoney is the only one with an early test of the Stage geometry exporter that Link created. This lets us create the collision for floors and stuff in the most accurate way as possible... but some stuff has to be recreated with simple collisions and lots of invisible walls.
As another question, I recall seeing someone here looking into creating and adding custom objects of our own, even if it's just IDs. Was it Portalboat? Did you get any information on that?
#965
Posted 02 February 2012 - 08:29 AM
Dario FF, on 02 February 2012 - 08:13 AM, said:
I'd also like to take a stab later at figuring out how to recreate the breakable objects. The models are there, so I might just need to look over some Generations' ones(hint, the city escape breakable box) to see how it's done.
Also, if there are any Havok specialists out there, I'd like to know if there's any way to apply that custom "properties" tag that rigid bodies have in 3ds max using their content tools and plugins. I think that's what they mostly use for setting stuff like the walkable walls in speed highway, or the water at Seaside Hill, or even the basic floor properties like grass or stone so it plays the footstep sound and Sonic also aligns himself properly to the ground(which is mostly the reason he seems a little slow at Windmill Isle Act 2, because he's walking uphill most of the time
Seriously, there's nothing over-technical in this process to hide here. Anyone with a good 3D editor and the Havok tools for PC can make their own collision, it's just that Zoney is the only one with an early test of the Stage geometry exporter that Link created. This lets us create the collision for floors and stuff in the most accurate way as possible... but some stuff has to be recreated with simple collisions and lots of invisible walls.
As another question, I recall seeing someone here looking into creating and adding custom objects of our own, even if it's just IDs. Was it Portalboat? Did you get any information on that?
In the setdata stuff, why did you blank the whole file? When it talks about all the objects and terrain with having it cast shadows? Sorry that this isn't what your talking about, I just ran across this last night.
#966
Posted 02 February 2012 - 10:04 AM
BlazeHedgehog, on 01 February 2012 - 02:07 PM, said:
Depends how you look at it; Generations/Unleashed quality, yeah, render farms. Considering Colors was on a Wii though, I don't think people's standards aren't going to be as picky (I.e. comparing the current Apotos lightmaps to Unleashed footage and going "omfg it's not contrasty/yellow enough waaah). Considering we actually do know the lightmap formatting that Generations PC expects, nothing is preventing some prodigy from coming up with a quick and dirty lighting algorithm that simply e.g. goes by angle and casts simple shadows - anything that looks better than r_fullbright 1 would make the levels playable.
I'm not saying it's easy or very quickly doable; I'm just putting it in perspective. Would it be awesome to have Pixar-quality visuals on custom levels? Hell yeah. Is it absolutely necessary? Not really.
edit: And obviously this is in the case of whatever lighting methodology Colors/Wii uses not being compatible/convertable to the Generations format, I.e. re-generating it from scratch the way Blitzsonic does in real time for example.
#967
Posted 02 February 2012 - 10:12 AM
Dario FF, on 02 February 2012 - 08:13 AM, said:
I was mostly looking into the stage gates. The only thing I found out was that it doesn't have any kind of value to set the model, so it's probably determined by the may-or-may-not-be hardcoded stageID.
On the other hand, I found out that the object names - the things that you use in the stage .xmls - are NOT hardcoded, it's set in ObjectDefine.xml in #SystemCommon.ar.00 in the BB package. But it's kinda redundant, because an object definition file just consists of this:
<Object> <ID>DashPanel</ID> <ObjName>ジェネリックダッシュパネル</ObjName> <DataPath>object/common/DashPanel</DataPath> </Object>
So if we need to add/edit objects, we should figure out where that data path is referencing.
@Falk: My opinion on the whole lighting thing is that maybe we can use the simple Wii system of lighting for when custom levels are first made, and if they're good enough we can submit them to be rendered through that folding@retro system.
#968
Posted 02 February 2012 - 10:42 AM
I can't say this is the case though, since I just tried disabling a flag on an XML. But still though, the shadows are kinda there, just gotta enable the terrain in SOME way to receive them. Look for example at this:

While the shadow might not be projecting on the side of the platform, doesn't it look pretty much the same as on the Unleashed shot? (and pretty much in the same direction)
EDIT: I think it's also possible to enable shadows for rings, they have a flag as well.
#969
Posted 02 February 2012 - 11:02 AM
#970
Posted 02 February 2012 - 02:41 PM
#971
Posted 02 February 2012 - 05:10 PM
#972
Posted 02 February 2012 - 06:02 PM
#973
Posted 03 February 2012 - 11:58 AM
Found out that, I have to fix some stuff with the level objects or else it crashes.
Someone whos good at disassembling things should try to do that to the exe so it wouldn't have to always load from the .cpk files instead just load the files from a folder.
Also I've only figured how to disable shadows for objects and enemies so far.
#974
Posted 03 February 2012 - 12:16 PM
Eduardo Knuckles, on 02 February 2012 - 02:41 PM, said:
Well, there's two choices of where it can be upload now:
1) Fileserve, since they allow downloading again.
2) My Dropbox Account, which I'm avoiding. I already reuploaded Ashram's upload of the Sonic Generations OST onto my account for Retro, so I really don't want to upload anymore giant files onto there at the moment.
Anyways... How's that Eggman hack going? Have they managed to get him running around Modern City Escape yet?
#975
Posted 03 February 2012 - 12:37 PM
Hopefully an Admin or Mod can take another look into it but until then he is stuck posting over at SSMB.
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