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Sonic Adventure 2 Hacking Now a general SA2 Hax thread

#841 User is offline Vertrex 

Posted 06 February 2015 - 10:15 AM

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View Postdarkspines35, on 05 February 2015 - 06:13 PM, said:

Something to note: Just because extensions are the same doesn't mean the the file is related in any way, shape, or form to another file of the same extension. Also, the obj material files are mtl, not mlt.


Ah, okay. It's been a while since I've messed around with .obj files, so I forgot they were .mtl files.

#842 User is offline Glaber 

Posted 05 March 2015 - 07:29 PM

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Say, what would I have to do to extract the models of the chao Library and Playground to obj format?

Like with the windy valley chao garden I'd like to port them over to the source engine for Gmod and SFM.

I remember trying useing a 3d model ripper on the program meant to view the landtable of those rooms, but I never did get it to work.
This post has been edited by Glaber: 05 March 2015 - 08:09 PM

#843 User is offline MainMemory 

Posted 05 March 2015 - 11:02 PM

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SALVL should be able to export an OBJ just fine.

#844 User is offline Glaber 

Posted 06 March 2015 - 12:11 AM

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ok, now I just have to figure out how to use it. I hate to say this, but I'm flying blind here.

do you have any documentation for beginners?
This post has been edited by Glaber: 06 March 2015 - 12:20 AM

#845 User is offline MainMemory 

Posted 06 March 2015 - 01:14 AM

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Not really. It should be just a matter of putting the stuff from the SA2PC folder in SA Tools into your SA2 folder, running splitdata_dll.bat, and opening Data_DLL\objLandTableKinderLi.sa2lvl and Data_DLL\objLandTableKinderPl.sa2lvl in SALVL and exporting an OBJ from the File menu.

#846 User is offline Glaber 

Posted 06 March 2015 - 10:02 AM

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Hey, even this little instruction is better than nothing at all.

Thank you. :)

Edit:
SUCCESS!
This post has been edited by Glaber: 06 March 2015 - 10:28 AM

#847 User is offline Jcaraballo 

Posted 23 March 2015 - 03:44 PM

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Spanish:

Espero que haya una forma de importar los niveles de Sonic Adventure 1 a Sonic Adventure 2.

English:

I hope there is a way to import the levels of Sonic Adventure 1 to Sonic Adventure 2.

#848 User is offline Turbohog 

Posted 13 June 2015 - 11:57 PM

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Something interesting: I've always had problems running SA2 in fullscreen mode with my gpu. Today I finally thought that it would just be nice to be able to have a windowed "borderless" mode like some games have. I found this steam guide, which surprisingly actually worked! This "mod" of sorts requires you to download a modded launcher. What's odd is that it still uses the normal launcher as well. Anyway, it did fix my issue and I can now play in a windowed borderless mode, making it "fullscreen". However, if you use this mod you won't be able to actually run the game in a normal windowed mode.

Does anyone have any experience modding games to add windowed borderless options? It'd be nice to just have one .exe for the launcher and to be able to have windowed, full screen, and windowed borderless options in it.
This post has been edited by Turbohog: 13 June 2015 - 11:58 PM

#849 User is offline TheUltimaXtreme 

Posted 14 June 2015 - 01:41 AM

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View PostTurbohog, on 13 June 2015 - 11:57 PM, said:

Something interesting: I've always had problems running SA2 in fullscreen mode with my gpu. Today I finally thought that it would just be nice to be able to have a windowed "borderless" mode like some games have. I found this steam guide, which surprisingly actually worked! This "mod" of sorts requires you to download a modded launcher. What's odd is that it still uses the normal launcher as well. Anyway, it did fix my issue and I can now play in a windowed borderless mode, making it "fullscreen". However, if you use this mod you won't be able to actually run the game in a normal windowed mode.

Does anyone have any experience modding games to add windowed borderless options? It'd be nice to just have one .exe for the launcher and to be able to have windowed, full screen, and windowed borderless options in it.

Try Borderless Gaming. I have no experience with Sonic Adventure 2 in windowed mode, but most if not all games seem to work with Borderless Gaming. You basically run it, sit it in the taskbar, and whenever a game can do windowed at your monitor resolution, you tell Borderless Gaming to attach it fullscreen.

I personally use the WINkey + F6 combo for it. It's an extra step compared to the program's ability to set games for automatic borderless, but I prefer the combo because some games behave weirdly and can cause temporal loops that warrant a CAD to stop.

I've not been displeased by it, though games like UT2004 refuse to work with it, and the temporal loops, like I said, on games like Minecraft. Not mentioning other older titles like TF2 which don't offer borderless mode, Borderless Gaming takes care of all that.
This post has been edited by TheUltimaXtreme: 14 June 2015 - 01:49 AM

#850 User is offline MainMemory 

Posted 14 June 2015 - 01:45 AM

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I did exactly that with the SADX Mod Loader. There are two reasons why the SA2 Mod Loader doesn't have equivalent functionality (yet?): first off, until recently it was sort of stuck in a mid-update limbo while the SADX one kept getting new features, and secondly, in SADX the DLL the mod loader replaces is loaded before the main window is created, but in SA2 the window is already visible by the time the mod loader can do anything, so it wouldn't work in quite the same way.
This post has been edited by MainMemory: 14 June 2015 - 01:46 AM

#851 User is offline Nomzr 

Posted 25 June 2015 - 01:37 AM

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I was curious if it was at all possible to have chaos drives auto-collect or become attracted to the player. Now, I'm not a programmer but I was wondering if the properties of the rings that were active when the magnetic shield was obtained could be shared or programmed onto the chaos drive at all times? Is this naive?

If this could be a thing though *-*.

#852 User is offline MainMemory 

Posted 25 June 2015 - 09:55 AM

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Of course it's possible, but I would have to figure out how the rings and chaos drives work first.

#853 User is offline Nomzr 

Posted 26 June 2015 - 12:45 AM

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O-O

The king himself!

Would it be too much trouble for me to ask you of this?

EDIT: Oh, is it at all possible to not have the SA2 window pause on minimize or loss of focus? It's somewhat bothersome. Steam version btw.
This post has been edited by Nomzr: 26 June 2015 - 05:26 PM

#854 User is offline TrackerTD 

Posted 10 July 2015 - 03:47 PM

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Hey folks. I'm not often on here but I've been dicking about with the Sonic games on Steam lately, and thought I'd ask about an issue I'm having.

I've put together a basic No - HUD mod for SA2, that worked well enough. I then decided to see if I could replace the textures in City Escape with the signage from the Dreamcast version. It was easy enough to do, and after I made it mod-loader friendly it worked in-game as seen here;

Posted Image

All fine and dandy, and I did the same with the blimps in Radical Highway. However, for some reason upon beating or exiting a stage these texture edits affect, such as City Escape or Radical Highway, the game straight up crashes and I haven't the foggiest why.

TL;DR - I put the Dreamcast signage into the PC port, it crashes the game, I'm confused. I'll keep playing with the files in the .paks to see if I messed something up, but I'm seriously at a loss. The only thing I could muster was perhaps the filesize being much bigger than the original .pak, but that wouldn't be consistent with the No-HUD mod I made so... yeah. I'd imagine this kind of stuff has already been answered, but I didn't turn up anything through searching.

Using the SA2 Modloader log, the final line before the crash is:

Warning! Can not Read file: gd_PC/stg13_light_gc.bin
SOC_AsynDoWithCurrentFrame
War


But I have no idea what to do with that information.

EDIT: Well, it WAS the filesize. I shouldn't be surprised... and honestly I'm not. Disregard folks.
This post has been edited by TrackerTD: 10 July 2015 - 06:43 PM

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