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Sonic Generations Hacking (and More!)

Discussion in 'Engineering & Reverse Engineering' started by Andrew75, Jun 23, 2011.

  1. roxahris

    roxahris

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    The problem I see with the stage is that Sonic's too big. In other words, you should consider redoing it so that the stage is larger. Consider the size of Sonic in 06. As it is now, the stage seems far too small for Sonic, especially with all the tiny trees and small-looking platforms.
    Unless they're the same, in which case disregard that and make it larger anyway.
     
  2. Blivsey

    Blivsey

    Charismatic Sonicaholic Member
    I think the second road (turning left after the first robots) is really neat in how Sonic turns at the same rate as the path. If you go with roxahris's suggestion and increase the level size, you might want to see what you can do about keeping that section the same size.
     
  3. Lanzer

    Lanzer

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    I know that All-Stars Racing/Transformed & Generations are 2 completely entirely seperate games with no relations between them, But is there anyway to, say, port a track from ASR over to Generations? if not, is there anyway to use ASR/T's assets in generations at all like stage skins and textures?
     
  4. Paraxade

    Paraxade

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    It's actually bigger than the stage was in 06. I played with the scale a bit already and ended up settling with this. I actually had to scale a lot of the objects (torches, plants, rocks) back down because they looked way too big compared to Sonic (seriously, this is what they looked like). Those objects are roughly the same size compared to Sonic that they were in 06 while the stage itself is bigger.

    In my opinion the scale of the stage is fine. If I made it much bigger it would start to feel too big. The issue is more that the level was designed for slower-paced gameplay. Sonic is a lot less versatile in 06, so the stages don't really need to be huge (this is very evident playing the original level and the ported one; even though the ported one is bigger, you can easily make jumps that are totally impossible in 06). I'm figuring that when the stage is more complete with more splines, dash panels etc. it will play better. I may look into trying to remodel a couple parts to accomodate the Generations physics a bit better. I'm definitely going to do this with at least the circular platforms on the bottom path if nothing else since they would be extremely easy to move around.

    That's because that section is a dash path. It's unrelated to the size of the stage.

    Anyway, I appreciate the feedback.
     
  5. BigTheCat

    BigTheCat

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    Would it be impossible to replace sonic's slide animation with the ball model from the casino night level?

    I always thought it'd be cool to have that done and I am honestly surprised to see no one has done it yet.
     
  6. P3DR0

    P3DR0

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    It is just me who is getting pretty annoyed at those "flying springs" where people have to stomp 'till it reach a higher point?

    I mean, one or two times is fine, but I get this sense of them beeing over-used every time and everywhere. It's nor fun, it's just annoying and time consulming for the player. Better to add a regular spring with the parameters configured to blast the player higher or a plataform section.
     
  7. Crash Mobile

    Crash Mobile

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    I like it, though it feels short at the moment. If/when you add the other section, what are you going to replace the eagles with?
    Also, if they could be homing attacked (is that configurable?), Generations' bouncing poles would be a more fitting replacement for the ropes Sonic bounces on, I think.
     
  8. Harmony Friends

    Harmony Friends

    it's the whole gang Oldbie
    Those springs were originally from Sky Rail from SA2.

    AFAIK we (Melpontro and I) were the first ones to use them in a hack. We've had them sprinkled throughout our level as a Sky Rail homage, but I'll say this -- if you encounter a Sky Rail spring in our level, there is an upper path you missed. I wouldn't put something so time-consuming on the best route.

    But I agree with the sentiment that they're a bit annoying though and we won't be using much more of them in the future; there's one or two already in the stage I'll probably remove. We certainly won't be using it outside modern Sky Troops, as the entire point of them is to be a reference to Sky Rail.

    Other than that I think the only hack that's used them is the literal Sky Rail port, and that's excusable. But yeah, I'd say unless you're specifically wanting to invoke Sky Rail, don't bother using that spring.
     
  9. Jason

    Jason

    *Results not lab tested. Member
    I don't feel comfortable with my abilities as a 3D modeler just yet to tackle a Generations mod, so I'll just ask around: Why hasn't anyone tried to make a Casino Night stage? IIRC, the Pinball DLC stage is just locked content, and therefore people already have assets to work with, including textures, music and pinball obstacles. It seems like a good first level to design.
     
  10. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    Then take the initiative...
     
  11. Jason

    Jason

    *Results not lab tested. Member
    See first sentence...
     
  12. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    You don't need to be the one to model it. You could try tackling a layout. Build it, and they'll come. And if that fails, you still have a fun stage to play with, technically.
     
  13. Dude

    Dude

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    Gameworld is the ultimate excuse in this situation.
     
  14. Lanzer

    Lanzer

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    Y'know Dario, Since you are the father/pioneer when it came to advanced Generations hacking/modding, it would be pretty cool to see you do a set of tutorial/how-to videos, who better to teach us the basics all the way to the super advanced stuff other then the master himself.

    Yeah I know about the Hacking guide and whatnot, But a visual aspect can be learned allot better then a bunch of text on a screen (at least in my perspective, me being a visual learner and all).

    If someone has already beaten you to the punch with that, you should recommend them more so you can avoid all these newbish questions you must get berated with all the time.

    This was just a thought I had, it has nothing to do with the current discussion thats going on.
     
  15. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    I would definitely consider it once I'm sure how to do stuff, since these tools are still works-in-progress though. Sure, they'll probably NEVER get out of work-in-progress, but not much has been set in stone yet as how it needs to be done. SonicGLvl is quite different than it was months ago(and we also had to report SEVERAL issues to the EOE developer once it got stable enough to be used lately), so the worst part about having to do tutorials like that is the constant updating. Like, when would it be a good time to pretty much scrap that tutorial, and record the new one?

    The wiki helps with that, since you can easily change it, but a video, you'd have to pretty much re-record it, edit it all over again, etc.

    I won't do anything else than the text guides included until we're about 99% sure of how stuff needs to be done. I wouldn't like to be held responsible for someone probably losing months of work just because of a sudden change in a constantly-developing tool. Everyone developing mods for it are doing it at their own risk.
     
  16. Lanzer

    Lanzer

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    True, I guess everything does need to be cemented before something like that can be started.

    But its something to look forward to. :)
     
  17. Paraxade

    Paraxade

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    Probably the Speed Highway helicopter. I would like to extend the level but since I've never done anything like this before I'll be working on polishing Act 1 first, just to be a little more sure I'll actually be able to release something.

    That's not a terrible idea with the bouncing poles, and I could probably rig something up so you could homing attack them, but they wouldn't really fit where the ropes are supposed to go. They're kinda small. :P
     
  18. DustArma

    DustArma

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    The poles keep your momentum though, so they might not be the best replacements for the ropes.
     
  19. Twilightzoney

    Twilightzoney

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    Might as well make it be a classic spring that has nothing there for the model. Probably the best bet. Since those ropes in the real game made you go to a set height.
     
  20. I think the problem is that they don't rise as quickly as they do in SA2, and it's especially noticable in Sky Rail since it's a direct port of the stage.

    Surely this behaviour can be modified somewhere? I'll probably give it a look myself when Sky Rail comes out.

    The problem is that some people, including me and a few others, are having trouble getting into Sonic Generations hacking due to the lack of easy tutorials and troubleshooting info. If someone runs into an issue, there's most likely no documentation on what could be causing it or where you could have gone wrong.