Yeah, porting the 2D gameplay to 3D is a project of its own. Its no easier than the step from Super Mario Physics to 2D Sonic Physics.
Sonic Unreal Worlds 0.2.2 Test http://youtu.be/4VEuaPb3KgM https://www.mediafire.com/?nssiwakt1zlnvxk Added scrolling camera. Added Spindashing. Added keyboard input. console commands: ` - Open console t.maxfps (number) - Lets you unlock the FPS. I've implemented Delta Time so the physics will work at all fps ranges. They break at anything below 40 though. t.setres (number)x(number) - Lets you choose your desired resolution.
Soon it'll be completely possible! I just added fully modular springs that automatically send you in the right direction/speed based on the angle you rotate them.
Sonic Unreal Worlds 0.3.0 Test https://www.mediafire.com/?a13buzqngcec2cf Added scrolling camera. Added Spindashing. Added keyboard input. Added modular spring placement system. Allows you to place springs anywhere and with as little as 1-4 clicks, the spring will works completely as intended. console commands: ` - Open console t.maxfps (number) - Lets you unlock the FPS. I've implemented Delta Time so the physics will work at all fps ranges. They break at anything below 40 though. t.setres (number)x(number) - Lets you choose your desired resolution. Next on the list, running loops. Whether doing it by spline locking or changing collision layers, I'm gonna get it done. I NEED the generations animations. I'm trying my best to get things done but I cant visualize things properly without some working animations. If anyone can help me out, I would definitely appreciate it.
The animations are bit hard to import into max. They use 2011 Havok physics and I think you need that version of max to use the scripts, However, if I can Damizean again. He might be able to help me out with something.
Sonic Unreal Worlds 0.4.0 Test https://drive.google.com/open?id=0B9UvgAy9rgxSQ0ZqV09IT2pDQWM&authuser=0 Added a few effects. Added HUD elements Added some debug commands (Controller only) YButton - add 16 rings BButton - Initiate ringloss console commands: ` - Open console t.maxfps (number) - Lets you unlock the FPS. I've implemented Delta Time so the physics will work at all fps ranges. They break at anything below 40 though. t.setres (number)x(number) - Lets you choose your desired resolution.
Still desperately need those animations. I've exported some myself but I had a huge issue importing one of the more important ones (Spinning) so I havent changed the model to the one I've been working on yet. If anyone knows how to get the animations to import properly, I would definitely appreciate it.
Have you tried Damizean's HkxReader thing? IIRC, it was the most successful method I tried the one time I even bothered. There's some instructions here, and I've mirrored the original archive on my site here.
https://drive.google.com/file/d/0B9UvgAy9rgxSbXBaNFc5d1pVWkU/view Test 0.6 Added moving platforms, swinging platforms and treadmills. They're all 1 blueprint and have easy settings. Added prototype swing that you can jump on, swing left or right and jump off with proper physics.
Why not set all the animations on a single timeline than use unreal to playback the frames for that specific animation? for example run is frames 1 - 100 and jump would be 101-200 ect ect.
Yes they would. In fact, I may change to the Sonic Colors model because it's the only one I can reliably export from the game itself. That's not my problem at all. I just cant seem to import the generations model into maya/3dsmax.