I found a guide on ripping SA2 levels to OBJ format. Everything goes fine, but it doesn't rip the textures despite me selecting the pvm/prs file....
Hmm, I see. Well, can do the SA2DC version, but is there a way to just export the collision and level geometry separately? Or maybe a "select...
I agree. Custom assets would be nice, but then you would be running into the 'engine" deal. Like you said, at the point you might as well use...
How do I go about ripping SA2 (PC) levels to 3DS Max? I was looking in on...
I've been poking around in Sonic Colors files and have been looking for the collision files. Is there a way to export them to a 3d format that can...
Still doesn't make me wanna buy a switch.
Time to find my Sonic Heroes disc
It's possible to rip the animations, but I think you need 2011 Max and Damizean's old script for havok.
If you buy me a Switch, sure!
Oh, nice, it worked.
Ah, that would make sense.
dbglistobj Obj_Monitor, Map_Monitor, 1, 1, make_art_tile($4C4,0,0)
Yeah, what I'm trying to do is add all monitor boxes in the list. Want to see if I can add bosses too.
Cool. Found them. It also possible to get an Object List? Like something that shows, Object Subtype, Frame, and ArtTile data? I'm looking at...
So, are you just searching for values in the debug or some else entirely?
Yeah, I think we should stick to a solid version unless there's something major.
This why I love modding.
It's probably somewhere in those .bin files.
Not a fan of python scripts though, Maybe someone can make a frontend for it.
I do wonder if we can proper unpack t he data file, can we edit what's in the debug cycle.
If you're using cheat engine, the adress will be random every time you boot up the game.
Separate names with a comma.