You sure about that? The scenes loaded pretty damn fast and while they did use in-game assets, they gave off just as much of a pre-rendered impression as the Unwiished scenes.
I think they were pre rendered. If I recall correctly, Colors has no Tails model on account of the fact that he only appears in the pre rendered cutscenes. Then again, I don't know for sure.
This is a Sonic Colors thread. Boy howdy I can't wait till I can play legit Sonic Generations on my CFW PS3. But I will, patiently.
Some games do that for the sake of consistency/not blowing heavy resources on making every cutscene look like the intro movie. Jak X is one example that comes to mind.
So gentlemen I have a question Spoiler There's a trophy room in this game. What the hell is it for and what are the passwords to access stuff? That is all
Spoiler A guy on GameFAQS already got all the codes for the trophies. http://www.youtube.com/watch?v=R8znssg8J6A
Spoiler Hm, on a first glance, some of these (e.g. the Chao one) look like they're just HD-versions of the corresponding Brawl-trophies.
I noticed some discussion a few pages back about the script. Well, since I got it fixed so a few of the character models that wouldn't load now load (Like Robotnik and Cream), I started trying to fix Perfect Chaos' issues. The only issue with it now is that 3DS won't cooperate with me, and the viewport keeps freezing upon import. Can't do much with it doing that, so gotta fix that problem, then work can continue.
Hey man! Glad you could finally make it to the topic! Also sorry I haven't been online lately, been overwhelmed with so many things.>__< hnmmm.....Does it freeze while importing other models or just that one?
Sonic Generations PC uses CPK. Doesn't seem to work with CPK unpack though. Although, that might be because the game's still locked until release day.
That's probably the case. You could try using Noesis to unpack it if you wanted: http://oasis.xentax.com/index.php?content=downloads
Steam gives you encrypted Pre-load files, and they're decrypted on release date once SEGA releases the password. According to Andrew75, the game uses CRI CPK file format: http://aluigi.altervista.org/papers/bms/cpk.bms Which QuickBMS can unpack. http://aluigi.altervista.org/quickbms.htm Though Andrew75 also posted pictures of 3D models (From the PS3/360 version), and I'm wondering what format SEGA uses now. I know that Unleashed and Generations both use the Hedgehog engine [SEGA's proprietary 3D engine] so I'm wondering what 3D model format they decided to use [an existing one], or did they decide to create a custom 3D model format for their engine. And my hunch is, the tools used to extract Unleashed 3D models work for Generations as well, is this the case Andrew75?
I'll answer for him since he's not around :P Yeah, Unleashed and Generations both use .model. The unleashed tools work somewhat with the FIRST demo, but not the 2nd, the format was updated after Twilight Zoney posted that video.
Thanks for the information. Though I have a feeling that the change in .model is probably not a whole reworking. Also, PC version directory tree: Code (Text): sonic generations: . | ConfigurationTool.exe | DefaultInput.cfg | DXInputHandler.dll | eula_de-de.txt | eula_en-us.txt | eula_es-es.txt | eula_fr-fr.txt | eula_it-it.txt | IncludeApp.dll | SonicGenerations.exe .... Spoiler Code (Text): sonic generations: . | ConfigurationTool.exe | DefaultInput.cfg | DXInputHandler.dll | eula_de-de.txt | eula_en-us.txt | eula_es-es.txt | eula_fr-fr.txt | eula_it-it.txt | IncludeApp.dll | SonicGenerations.exe | steam_api.dll | steam_appid.txt | +---de | ConfigurationTool.resources.dll | +---disk | bb.cpk | bb2.cpk | bb3.cpk | +---es | ConfigurationTool.resources.dll | +---fr | ConfigurationTool.resources.dll | +---it | ConfigurationTool.resources.dll | +---movie | anniv_teaser.sfd | ev011.sfd | ev101.sfd | ev113.sfd | StaffRoll.sfd | Tutorial_LightDash.sfd | Tutorial_Stomping.sfd | Tutorial_TriangleJump.sfd | +---redist | | vcredist_x86.exe | | | \---DirectX | Apr2005_d3dx9_25_x64.cab | Apr2005_d3dx9_25_x86.cab | Apr2006_d3dx9_30_x64.cab | Apr2006_d3dx9_30_x86.cab | Apr2006_MDX1_x86.cab | Apr2006_MDX1_x86_Archive.cab | Apr2006_XACT_x64.cab | Apr2006_XACT_x86.cab | Apr2006_xinput_x64.cab | Apr2006_xinput_x86.cab | APR2007_d3dx10_33_x64.cab | APR2007_d3dx10_33_x86.cab | APR2007_d3dx9_33_x64.cab | APR2007_d3dx9_33_x86.cab | APR2007_XACT_x64.cab | APR2007_XACT_x86.cab | APR2007_xinput_x64.cab | APR2007_xinput_x86.cab | Aug2005_d3dx9_27_x64.cab | Aug2005_d3dx9_27_x86.cab | AUG2006_XACT_x64.cab | AUG2006_XACT_x86.cab | AUG2006_xinput_x64.cab | AUG2006_xinput_x86.cab | AUG2007_d3dx10_35_x64.cab | AUG2007_d3dx10_35_x86.cab | AUG2007_d3dx9_35_x64.cab | AUG2007_d3dx9_35_x86.cab | AUG2007_XACT_x64.cab | AUG2007_XACT_x86.cab | Aug2008_d3dx10_39_x64.cab | Aug2008_d3dx10_39_x86.cab | Aug2008_d3dx9_39_x64.cab | Aug2008_d3dx9_39_x86.cab | Aug2008_XACT_x64.cab | Aug2008_XACT_x86.cab | Aug2008_XAudio_x64.cab | Aug2008_XAudio_x86.cab | Aug2009_D3DCompiler_42_x64.cab | Aug2009_D3DCompiler_42_x86.cab | Aug2009_d3dcsx_42_x64.cab | Aug2009_d3dcsx_42_x86.cab | Aug2009_d3dx10_42_x64.cab | Aug2009_d3dx10_42_x86.cab | Aug2009_d3dx11_42_x64.cab | Aug2009_d3dx11_42_x86.cab | Aug2009_d3dx9_42_x64.cab | Aug2009_d3dx9_42_x86.cab | Aug2009_XACT_x64.cab | Aug2009_XACT_x86.cab | Aug2009_XAudio_x64.cab | Aug2009_XAudio_x86.cab | Dec2005_d3dx9_28_x64.cab | Dec2005_d3dx9_28_x86.cab | DEC2006_d3dx10_00_x64.cab | DEC2006_d3dx10_00_x86.cab | DEC2006_d3dx9_32_x64.cab | DEC2006_d3dx9_32_x86.cab | DEC2006_XACT_x64.cab | DEC2006_XACT_x86.cab | DSETUP.dll | dsetup32.dll | dxdllreg_x86.cab | DXSETUP.exe | dxupdate.cab | Feb2005_d3dx9_24_x64.cab | Feb2005_d3dx9_24_x86.cab | Feb2006_d3dx9_29_x64.cab | Feb2006_d3dx9_29_x86.cab | Feb2006_XACT_x64.cab | Feb2006_XACT_x86.cab | FEB2007_XACT_x64.cab | FEB2007_XACT_x86.cab | Feb2010_X3DAudio_x64.cab | Feb2010_X3DAudio_x86.cab | Feb2010_XACT_x64.cab | Feb2010_XACT_x86.cab | Feb2010_XAudio_x64.cab | Feb2010_XAudio_x86.cab | Jun2005_d3dx9_26_x64.cab | Jun2005_d3dx9_26_x86.cab | JUN2006_XACT_x64.cab | JUN2006_XACT_x86.cab | JUN2007_d3dx10_34_x64.cab | JUN2007_d3dx10_34_x86.cab | JUN2007_d3dx9_34_x64.cab | JUN2007_d3dx9_34_x86.cab | JUN2007_XACT_x64.cab | JUN2007_XACT_x86.cab | JUN2008_d3dx10_38_x64.cab | JUN2008_d3dx10_38_x86.cab | JUN2008_d3dx9_38_x64.cab | JUN2008_d3dx9_38_x86.cab | JUN2008_X3DAudio_x64.cab | JUN2008_X3DAudio_x86.cab | JUN2008_XACT_x64.cab | JUN2008_XACT_x86.cab | JUN2008_XAudio_x64.cab | JUN2008_XAudio_x86.cab | Jun2010_D3DCompiler_43_x64.cab | Jun2010_D3DCompiler_43_x86.cab | Jun2010_d3dcsx_43_x64.cab | Jun2010_d3dcsx_43_x86.cab | Jun2010_d3dx10_43_x64.cab | Jun2010_d3dx10_43_x86.cab | Jun2010_d3dx11_43_x64.cab | Jun2010_d3dx11_43_x86.cab | Jun2010_d3dx9_43_x64.cab | Jun2010_d3dx9_43_x86.cab | Jun2010_XACT_x64.cab | Jun2010_XACT_x86.cab | Jun2010_XAudio_x64.cab | Jun2010_XAudio_x86.cab | Mar2008_d3dx10_37_x64.cab | Mar2008_d3dx10_37_x86.cab | Mar2008_d3dx9_37_x64.cab | Mar2008_d3dx9_37_x86.cab | Mar2008_X3DAudio_x64.cab | Mar2008_X3DAudio_x86.cab | Mar2008_XACT_x64.cab | Mar2008_XACT_x86.cab | Mar2008_XAudio_x64.cab | Mar2008_XAudio_x86.cab | Mar2009_d3dx10_41_x64.cab | Mar2009_d3dx10_41_x86.cab | Mar2009_d3dx9_41_x64.cab | Mar2009_d3dx9_41_x86.cab | Mar2009_X3DAudio_x64.cab | Mar2009_X3DAudio_x86.cab | Mar2009_XACT_x64.cab | Mar2009_XACT_x86.cab | Mar2009_XAudio_x64.cab | Mar2009_XAudio_x86.cab | Nov2007_d3dx10_36_x64.cab | Nov2007_d3dx10_36_x86.cab | Nov2007_d3dx9_36_x64.cab | Nov2007_d3dx9_36_x86.cab | NOV2007_X3DAudio_x64.cab | NOV2007_X3DAudio_x86.cab | NOV2007_XACT_x64.cab | NOV2007_XACT_x86.cab | Nov2008_d3dx10_40_x64.cab | Nov2008_d3dx10_40_x86.cab | Nov2008_d3dx9_40_x64.cab | Nov2008_d3dx9_40_x86.cab | Nov2008_X3DAudio_x64.cab | Nov2008_X3DAudio_x86.cab | Nov2008_XACT_x64.cab | Nov2008_XACT_x86.cab | Nov2008_XAudio_x64.cab | Nov2008_XAudio_x86.cab | Oct2005_xinput_x64.cab | Oct2005_xinput_x86.cab | OCT2006_d3dx9_31_x64.cab | OCT2006_d3dx9_31_x86.cab | OCT2006_XACT_x64.cab | OCT2006_XACT_x86.cab | +---Sound | 30VCE_BLB_NP_EN.cpk | 30VCE_BLB_NP_EN.csb | 30VCE_BLB_NP_FR.cpk | 30VCE_BLB_NP_FR.csb | 30VCE_BLB_NP_GE.cpk | 30VCE_BLB_NP_GE.csb | 30VCE_BLB_NP_IT.cpk | 30VCE_BLB_NP_IT.csb | 30VCE_BLB_NP_JP.cpk | 30VCE_BLB_NP_JP.csb | 30VCE_BLB_NP_SP.cpk | 30VCE_BLB_NP_SP.csb | 30VCE_BOS_EG_EN.cpk | 30VCE_BOS_EG_EN.csb | 30VCE_BOS_EG_FR.cpk | 30VCE_BOS_EG_FR.csb | 30VCE_BOS_EG_GE.cpk | 30VCE_BOS_EG_GE.csb | 30VCE_BOS_EG_IT.cpk | 30VCE_BOS_EG_IT.csb | 30VCE_BOS_EG_JP.cpk | 30VCE_BOS_EG_JP.csb | 30VCE_BOS_EG_SP.cpk | 30VCE_BOS_EG_SP.csb | 30VCE_EVT_NP_EN.cpk | 30VCE_EVT_NP_EN.csb | 30VCE_EVT_NP_FR.cpk | 30VCE_EVT_NP_FR.csb | 30VCE_EVT_NP_GE.cpk | 30VCE_EVT_NP_GE.csb | 30VCE_EVT_NP_IT.cpk | 30VCE_EVT_NP_IT.csb | 30VCE_EVT_NP_JP.cpk | 30VCE_EVT_NP_JP.csb | 30VCE_EVT_NP_SP.cpk | 30VCE_EVT_NP_SP.csb | 30VCE_HNT_EN_WIN32.cpk | 30VCE_HNT_EN_WIN32.csb | 30VCE_HNT_FR_WIN32.cpk | 30VCE_HNT_FR_WIN32.csb | 30VCE_HNT_GE_WIN32.cpk | 30VCE_HNT_GE_WIN32.csb | 30VCE_HNT_IT_WIN32.cpk | 30VCE_HNT_IT_WIN32.csb | 30VCE_HNT_JP_WIN32.cpk | 30VCE_HNT_JP_WIN32.csb | 30VCE_HNT_SP_WIN32.cpk | 30VCE_HNT_SP_WIN32.csb | 30VCE_STE_EN.cpk | 30VCE_STE_EN.csb | 30VCE_STE_FR.cpk | 30VCE_STE_FR.csb | 30VCE_STE_GE.cpk | 30VCE_STE_GE.csb | 30VCE_STE_IT.cpk | 30VCE_STE_IT.csb | 30VCE_STE_JP.cpk | 30VCE_STE_JP.csb | 30VCE_STE_SP.cpk | 30VCE_STE_SP.csb | 50BOS_EVT.cpk | 50BOS_EVT.csb | 70NPC_EVT.cpk | 70NPC_EVT.csb | SNG00_SYS.cpk | SNG00_SYS.csb | SNG01_GHZ.cpk | SNG01_GHZ.csb | SNG02_CPZ.cpk | SNG02_CPZ.csb | SNG03_SSZ.cpk | SNG03_SSZ.csb | SNG04_SPH.cpk | SNG04_SPH.csb | SNG05_CTE.cpk | SNG05_CTE.csb | SNG06_SSH.cpk | SNG06_SSH.csb | SNG07_CSC.cpk | SNG07_CSC.csb | SNG08_EUC.cpk | SNG08_EUC.csb | SNG09_PLA.cpk | SNG09_PLA.csb | SNG10_CNZ.cpk | SNG10_CNZ.csb | SNG11_BMS.cpk | SNG11_BMS.csb | SNG12_BSD.cpk | SNG12_BSD.csb | SNG13_BSL.cpk | SNG13_BSL.csb | SNG14_BDE.cpk | SNG14_BDE.csb | SNG15_BPC.cpk | SNG15_BPC.csb | SNG16_BNE.cpk | SNG16_BNE.csb | SNG17_BLB.cpk | SNG17_BLB.csb | SNG18_PAM.cpk | SNG18_PAM.csb | SNG19_JNG.cpk | SNG19_JNG.csb | SNG20_MSN.cpk | SNG20_MSN.csb | SNG21_ETC.cpk | SNG21_ETC.csb | SNG22_ADD.cpk | SNG22_ADD.csb | SNG23_PAM.cpk | SNG23_PAM.csb | \---work \---TemporaryDebugData Edit: I'm looking at various specifications people wrote for the .model format, and holy hell, Code (Text): StartDirection = -1 f1 = (ReadBEword f) + 1 f2 = (ReadBEword f) + 1 FaceDirection = StartDirection Do ( f3 = (ReadBEword f) if (f3==0xFFFF) then ( f1 = (ReadBEword f) + 1 f2 = (ReadBEword f) + 1 FaceDirection = StartDirection ) else ( f3 += 1 the above is (almost) exactly the same way Sonic Adventure's/Dreamcast SDK model format does strip winding. SEGA definitely carried with them their SDK writing expertise when it comes to their proprietary Hedgehog engine used in Unleashed and Generations.
The loader Max-scripts that darkspines35 and twilightzoney worked on coding, They initially worked with with all version of generations demos and the full 360 game. However, each time a new generations release was made, fixes had to be applied to the scripts to work with many new models. @Sanik I believe that you may very well be correct on that. Edit: Had an addition to the above comment from Twilightzoney, since he can't post here as no ones made him a full member yet, >__< Come on mods get on it, this guy needs to become full member! he says that Generations .model format also has a mixture of Havoc format tossed in.
That is actually just a custom function chroxx did for strip reading in MaxScript, usable with any game that uses strips. (As long as you modify the function to read per strip correctly, haha) I don't really know much else about the progression of how the format came to be, but I have documented a far amount of the way the model format works.