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Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!

#4516 User is offline Lanzer 

Posted 04 July 2015 - 07:18 PM

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View PostS0LV0, on 04 July 2015 - 01:29 PM, said:

Expect a new demo of Unleashed Project at this year's SHC. "What, just a demo?" Yeah, just a demo. It takes a while to develop 30+ stages when you're just one person! On the bright side, I'm getting a brand new PC rig in a few days, and it should assist in making development more swift.


Do you need any help S0LV0? that seems like a daunting task to take on by yourself.
This post has been edited by Lanzer: 04 July 2015 - 07:19 PM

#4517 User is offline S0LV0 

Posted 04 July 2015 - 08:13 PM

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The demo is planned to feature many of the 1-2 (or "hard mode") stages from Unleashed. Rest assured the additional acts are also in development, but considering they're much shorter in general, I wanted to include the most extensive stages finished. Right now roughly half of the hard mode stages are done, if not more, along with a handful of additional acts. Nothing's final, but expect roughly 3 or 4 of the hard mode stages in the demo -- depending on how much I have time to polish. (I learned my lesson from last year -- developing Windmill Isle 1-2 in the space of two weeks had me working around the clock, and I still ended up cutting some corners. Not this time!)

I would have more done in general by now, but I am the master of procrastination; and I don't exactly have any help, being a voluntary developer and all.

View PostLanzer, on 04 July 2015 - 07:18 PM, said:

Do you need any help S0LV0? that seems like a daunting task to take on by yourself.

I appreciate the offer, ahaha, but I am nothing if not a masochist. Plus, I still consider myself lucky to have gotten the green light from Dario to work on this, so I don't think it's a good idea to try and bring even more people on. Might make the whole thing take longer, but better safe than sorry as I say.
This post has been edited by S0LV0: 04 July 2015 - 08:24 PM

#4518 User is online Ell678 

Posted 11 July 2015 - 03:17 AM

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I don't want to make a new topic for this, and I'm not really sure where else to ask. Does anyone have a rigged model of classic Metal Sonic? I know there is one on Models Resource, but it seems to have some issues that prevent me from using it. Please PM me if you have one (or have the knowhow to help me) :)

#4519 User is offline Campbellsonic 

Posted 14 July 2015 - 04:37 PM

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Sonic Generations really does NOT like my custom collision. The game just ignores all shape types except Convex Hull, and that just awkwardly pulls Sonic in one direction until he dies (since my stage geometry is pretty complex, obviously Mesh would be ideal but that is just ignored). I'm a newbie at this, can somebody help me or point me towards someone/something that can? I'm replacing Rooftop Run btw.

#4520 User is offline Dude 

Posted 14 July 2015 - 05:00 PM

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Of course it's pulling him in one direction until he dies. It's a convex hull, he's sliding across the top of it until he finds the edge. I'm guessing you have the entire stage imported as one piece. You need to make a simplified version of the stage mesh, split it into reasonably sized pieces, and set each piece's shape type appropriately. (most will be either mesh or box)

Each object must have a Collision Shape. While this collision shape can be the mesh itself, it's often a bad idea for performance. Instead, one usually use much simpler shapes as boxes, spheres or capsules. Here are a few collision shapes. From left to right : sphere, cube, convex hull of the mesh, original mesh. Spheres are less precise than the full mesh, but much much faster to test.
Posted Image

In order - sphere, cube, convex hull, mesh
This post has been edited by Dude: 14 July 2015 - 05:00 PM

#4521 User is offline Campbellsonic 

Posted 14 July 2015 - 05:18 PM

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Thanks for responding, but I do have the stage split into individual pieces. I gave every piece Rigid Bodies initially and changed a couple to Mesh to test it, and left the rest as Convex Hull as it was the default. I quickly discovered that was causing issues, and removed all Rigid Bodies except for a couple which I've tried giving every different shape type, all of which are seemingly ignored.

#4522 User is offline Dude 

Posted 14 July 2015 - 06:00 PM

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Try opening your hkx file in the havok preview tool and looking at the results.

#4523 User is offline Campbellsonic 

Posted 14 July 2015 - 06:25 PM

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I hate to say it but I don't really know what I'm looking at. I saved all my revisions of my hkx and they all look exactly the same in the preview; just an untextured version of the stage. Where would I be looking for shape types or rigid bodies? I assume unsolid things appear here too because the majority of the stage doesn't have any Rigid Bodies or Shapes assigned to it and it still appears completely.


EDIT: I got this nasty looking error when I export collision with one shape set to Mesh. Don't know if this has to do with it or if it's just an error to be ignored.

[0xabbafad3] Warning : 'object_2387EC0' - Shape shrinking not supported for mesh shapes. 'Extra Radius' will be 0. Performance may be affected.
This post has been edited by Campbellsonic: 14 July 2015 - 07:57 PM

#4524 User is offline S0LV0 

Posted 20 July 2015 - 04:12 AM

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The first video of Unleashed Project's additional stages (barring WI1-2, which was technically an experiment at the time) is up. Check it out here:


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