don't click here

Sonic Generations Hacking (and More!)

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

  1. Azu

    Azu

    I must be stupid. Member
    Ah what? I was looking forward to Eggmanland. ;(
     
  2. Kampfer

    Kampfer

    Member
    1,609
    5
    18
    ^Me too...

    Out of curiosity, Dario, what were the custom objects that Eggmanland had that Generations didn't? The conveyor belts and roller coaster are the things that comes to mind.
     
  3. What is the process for porting an Unleashed level, anyways? I mean, now that all the tools are available, it seems that everybody's porting a level from some game, whether it be something from Sonic Adventure 1 or 2, Sonic Colors, or Sonic Heroes. Is there anything in particular that you have to do with Unleashed levels that you don't with other games that makes the process more difficult and drives people away from doing it? You guys are the only ones doing Unleashed levels, so I was wondering what prevents anybody else from just trying their hand at ones like Eggmanland after hearing that you won't.

    Not a complaint towards you not doing Eggmanland, just curious why nobody else has jumped up to try doing it considering how many requests have come up for it.
     
  4. Josh

    Josh

    Oldbie
    2,123
    1,087
    93
    USA
    I couldn't care less about Eggmanland. I played through it once, but it's certainly not a stage I'd go back to again and again and master like the others. Especially since the werehog transition would be entirely lost and choppy.

    No, what you guys are doing is perfect - focus on bringing the daytime levels into Generations in as complete a form as possible. Everything else is tertiary at best.
     
  5. Azu

    Azu

    I must be stupid. Member
    Getting this error when trying to create terrain groups.
    Code (Text):
    1.  
    2.  
    3. Deleting instances...
    4. Deleting terrain meshes...
    5. Deleting terrain groups...
    6. Deleting terrain lights...
    7. Deleting terrain blocks...
    8. Deleting terrain files...
    9. del "..\cache\ssz200\data\*.*" /Q
    10. arced /u "F:\Files\Games\Steam\steamapps\common\sonic generations\mod_tools\tool
    11. s\SonicGLvl\wip\#ssz200.ar.00" "..\cache\ssz200\data"
    12.  
    13. Version 8.30
    14.     Reading temp.png  [Processing]
    15. This application has requested the Runtime to terminate it in an unusual way.
    16. Please contact the application's support team for more information.
    17.  
     
  6. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    It failed on creating the GIA bitmap? Does the ogre.log have any more info?

    Pretty much this. While we would all love all sort of extra content and such, keeping a realistic(and even then it's already too ambitious) goal is important. Anything extra could just come out later.
     
  7. S0LV0

    S0LV0

    Sonic Generations Helpdesk Tech Member
    586
    1
    0
    Spagonia
    Abusing SMPS
    If you're talking to me, it didn't fail. The problem is the GIA textures aren't coming out as I expect they should.

    I got help from twilightzoney regarding it; he told me exactly what he did but for some reason I always get mostly black textures.

    If you or someone could please make or post some sort of guide, I would be endlessly grateful.
     
  8. Azu

    Azu

    I must be stupid. Member
    I assume he's talking to me.
    The log didn't have anything as I redid without the gia the second time.What need is a bigger guide on making stages. Such as Camera's collision triggers paths, etc. I honestly have no idea on how to make a 2D camera.
    However, I have a question. Why does SonicGLVL save multiple #.ar files? For instance, I saved #ssz200.ar.00, but now there's #ssz200.ar00, #ssz200.ar.01, #ssz200.ar.02.

    https://dl.dropbox.c...409323/Ogre.log

    Edit: It seems there was a bad temp.png/txt/dds in the bin. Once I deleted them, it seem to work.
     
  9. S0LV0

    S0LV0

    Sonic Generations Helpdesk Tech Member
    586
    1
    0
    Spagonia
    Abusing SMPS
    Lately it seems everything I try to export into Sonic Generations causes the game to either crash or hang. I'm not sure at what point it's screwing up because the level imports are opening fine in SonicGLVL. I'm suspicious it has either something to do with Ogre or 3ds.
     
  10. Azu

    Azu

    I must be stupid. Member
    Could be bad paths. That what was happening for me. Or collisions.
     
  11. Dark Sonic

    Dark Sonic

    Member
    14,631
    1,610
    93
    Working on my art!
    So in regards to eggman land, could the daytime sonic parts just be meshed together in one part, skipping over some of the stuff that doesn't work (roller coaster, were hog, etc). Or would that not work at all? Just a curiosity
     
  12. Dude

    Dude

    Tech Member
    3,138
    0
    16
    Southbridge, MA
    Random VR/AR trash
    For those of you who have a hard time doing UV maps, (particularly on road or path-shaped objects), I highly recommend using MorphMap

    [​IMG]
     
  13. Azu

    Azu

    I must be stupid. Member
    Oh wow. That looks awesome.
     
  14. I've updated the templates to have pretty much every object in the game. I've also ripped nearly every single freakin' object model from the game so you can see them in SonicGLVL, since pink blocks are boring and hard to edit. I obviously can't be perfect and rip everything, but most of the objects are there. Please let me know of any missing objects.

    A note before downloading: delete your original media and template folders to make sure that it doesn't get bugged or anything, as I modified the organization of the media folder.

    Screenshots:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    Download: https://drive.google.com/open?id=1DJ1xRndW_j1FUCMb6kSJqULbty4vHMLC

    I hope that you guys appreciate this. [​IMG]
    EDIT: Fixed link.
     
  15. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    Very impressive, this will help out loads to everyone. I will have a look at it when it's done downloading, and update the SVN with it. Hopefully we can build a nice final database out of that.

    Thank you very much!

    EDIT: In other progress information, I'm trying to reorganize SonicGLvl entirely to work in modules, and have the editor be separate from the libraries that handle the game's data. The final intention will be open-sourcing the project, but I would like to do some major rewriting before that. Hopefully the result will be a much more stable program that plays more nicely with the Windows UI.

    I haven't written much actual code yet, I'm just trying to lay out in my head how to organize it first.
     
  16. Paraxade

    Paraxade

    Member
    186
    0
    0
    This is super awesome Sky, thanks.

    I put together a list of all the objects with templates that don't have a model. I guess a couple of these are probably missing because they don't have models, but for the sake of completeness, here's everything that turns up a pink box:

    Common/GrindDashPanel
    Common/ThornBall
    Common/FallSignalSV
    Common/FallSignalFV
    Common/MovingThorn
    Common/RollingSaw
    Missions/MissionNpc_Appear
    Missions/MissionTime
    Missions/MissionLaserSV
    Missions/MissionNpcC_Knuckles
    Missions/MissionNpcC_KnucklesDigPoint
    Silver The Hedgehog/RivalSilverObjThrowDown
    Perfect Chaos/BpcArmTest
    Perfect Chaos/BpcArmWait
    Chemical Plant Zone/CpzBubble
    Chemical Plant Zone/CpzBigCrane
    Sky Sanctuary Zone/SszCollapseRoadGeneric
    Sky Sanctuary Zone/SszCollapseTower
    Sky Sanctuary Zone/SszUpDownPole
    Sky Sanctuary Zone/SszUpDownPoleStand
    Sky Sanctuary Zone/SszCollapseRoad
    Sky Sanctuary Zone/SszCollapseDashPanelClassic
    Speed Highway/SphRollingLift
    Speed Highway/SphRocket_ReleaseHelicopter
    Speed Highway/SphSearchLight
    Speed Highway/SphLightBox
    Speed Highway/SphRocket_ChangeSpeed
    City Escape/CteGunTruck100
    City Escape/CteGunTruck200
    City Escape/CteSteelFrame
    Seaside Hill/SshBubble
    Crisis City/CscLavaRide
    Crisis City/CscWindow
    Crisis City/CscClassicTornado
    Rooftop Run/EucAirShipChaser
    Rooftop Run/EucAirShipBG
    Planet Wisp/PlaBigPressCeiling
    Planet Wisp/PlaBrokenCeiling
    Planet Wisp/PlaHideFloor
    Planet Wisp/PlaMissile
    Planet Wisp/PlaPhantomCancelVolume
    Planet Wisp/PlaRotTerrain
    Planet Wisp/PlaGearFloor
    White Space/StageGate
    White Space/PlayableMenuNPCUnit
    White Space/MegaDrivePlayer
    White Space/MegaDriveController
    White Space/PinballGate
    White Space/StageName
    White Space/ShopGate
    White Space/LastBossGate
    White Space/ChaosEmeraldPlayableMenu
    White Space/GeneralMessageEventCollision
    White Space/ObjPamFloor
    White Space/StageGateOrca
    Casino Night Zone/CnzFlipper
    Casino Night Zone/CnzBumper
    Casino Night Zone/CnzSlingshot
    Casino Night Zone/CnzPlunger
    Casino Night Zone/CnzKickBack
    Casino Night Zone/CnzKickBackSwitch
    Casino Night Zone/CnzLoopGate
    Casino Night Zone/CnzRolloverButton
    Casino Night Zone/CnzPopupBumper
    Casino Night Zone/CnzJackpotMedal
    Casino Night Zone/CnzSlot
    Casino Night Zone/CnzJackpot
    Casino Night Zone/CnzLane
    Casino Night Zone/CnzGetupLoop
    Casino Night Zone/CnzDiceBridge
    Casino Night Zone/CnzValve
    Casino Night Zone/CnzEmerald
    Casino Night Zone/CnzMapObject
    Casino Night Zone/CnzBall
    Casino Night Zone/CnzForceGlass

    Other stuff

    Common/Bomb is missing textures
    Common/UpReel is backwards
    EnemyGrabber3D is listed twice
    Missions/MissionNpcC_Tails is missing textures
    Seaside Hill/SshOrca/SshRescueOrca seem to have the wrong textures?
    There is a blank object under Planet Wisp
    Some mission objects are missing completely, like MissionSeesaw.

    Even with the missing stuff though this is still much improved over what we had before, so you're awesome. I love that all the enemies display now. :P
     
  17. Thanks for that list of missing stuff, it'll help. The reason why some of those models haven't been ripped is because of a strange error in the model importer. Some models cannot be imported into 3ds Max because of some varying errors. For example, the purple rocks in Green Hill Zone get this error: "Unable to convert: undefined to type: String", and the lava ride in Crisis City get this error: "Runtime error: Unknown format".
     
  18. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    I've comitted all the resources/templates to the SVN and credited you in the "About..." box. Thanks for all the help! We'll have to make some changes to some templates and such, but it's much better to work from this now.

    Any models that fail with the script, you can try the COLLADA exporter included in SonicGLvl, which should work in almost all models. But you'll have to make sure to modify internally the orientation of the mesh, since Max just rotates the node when importing the COLLADA file.
     
  19. The COLLADA exporter doesn't work for me. I tried exporting the grind dash booster and it gave me a "Unknown root node for material: 2" error, but it seemed to have exported. I imported it into Autodesk and then it said that an error had occurred and the application would now shut down. I then tried exporting Sonic throughSonicGLVL, and it was successful, but when I imported it in Autodesk, it told me the same error and shut down. Here's an image for my COLLADA importer settings if needed: http://oi49.tinypic.com/mblt2h.jpg
     
  20. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    The material error is a problem with an unkown material type I didn't add support for yet, because I wasn't even aware it existed. Hence why it says Root Node type 2.

    You can try converting the file to an FBX with Autodesk FBX Converter instead, the stand-alone application, and see if that imports correctly.