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Those Sonic X-treme level files... 'normal' model format?

#1 User is offline Lostgame 

Posted 03 March 2016 - 12:59 PM

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Correct me if I'm wrong, but I believe the recent leak of Sonic X-treme *did* include some sort of level definition files, or something of the sort - did these ever make it out into a regular model format like 3DS or OBJ?

I'm making a fun little experiment in Unity and I'd like to see what I can't mess about with...

Also, the NiGHTS level models, did we ever manage to get those?
This post has been edited by Lostgame: 10 April 2016 - 02:44 PM

#2 User is offline Lanzer 

Posted 03 March 2016 - 02:37 PM

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You would Have to ask Andrew75, as hes the one who has done the most research into the X-treme releases other then Jollyroger.

#3 User is offline Shoemanbundy 

Posted 03 March 2016 - 06:18 PM

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I remember someone, possibly Sanik, years ago ripped the Nights models and was messing around with them on an Xbox. Always wondered what happened to that.
This post has been edited by Shoemanbundy: 03 March 2016 - 06:18 PM

#4 User is offline Andrew75 

Posted 16 March 2016 - 10:36 AM

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Welcome to the world of sonic X-treme mate !
Sonic Xtreme (Project AXSX) sucked up 10 years of my life, from 2006 to 2016 and still haven't finished it. what a pain !
How far are you with your engine?

I did port the .def files by hand from the most recent leak that Jollyroger and I have done. Its very possible to make a level loader to load the levels directly in Unity .but than again youd need to make many different versions of a loader because there were many different .def file versions. You may laugh, but the method I used was by reading the files with my eyes and building what I read block by block in 3DS max, so yeah I have model formatted versions of the levels. it was a painful few months but I rebuilt all the levels for use in AXSX.
I don't think I'll be sharing them publicly with all the hard work that went into pulling it off,( I may change my mind, who knows.) but I would be able to help in regards to walking you threw the format"s" if you like to build a loader yourself. ( if I have time that is hahaha)

Anyways we've recently restarted AXSX in Unreal 4, and I've almost got all the assets that were made throw-out the past 10 years ported over to that engine already. (this will be the 3ed engine restart)
AXSX was restarted Because UDK is a bitch and wont let us rotate the damned collision cylinder, that's the only major bug really holding back release for AXSX which can never be fixed unless we had full source code access which we could get if we had Unreal 3 instead of UDK
At one point I had offerd to pay to fix the Cylnder issue and I got a few bites including a programmer from Lion head studios. All attempts had failed. I was told that I needed unreal 3 with its source access to fix the issue.

Below you will see a comparative video showing a level running in a the official leak that Jollyroger and I restored followed by the same level that I hand ported over to the recently scrapped UDK build of AXSX.


The bug video. (some collision bugs that could not be resolved causing the cancelation of AXSX in UDK, especially note the level rotations bugs starting at 1:45.....
it may be hard to see but look at the green cylinder wireframe around Sonic, because it can't rotate it had to be shrunken to make up for lack of rotation when Sonic level rotates.
Collision behaves differently for walls depending on what side of the cylinder touches a wall.



And the AXSX topic if your interested.
http://forums.sonicr...ic=31255&st=525

and the umm attempted .def leak topic with some info on .def files to get you started.
http://forums.sonicr...showtopic=34041
This post has been edited by Andrew75: 16 March 2016 - 10:51 AM

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