It's a command line program, so use -u filename [destination] to unpack and -p filenames archive to pack. You can also throw in -n if for some reason you don't want it to automatically (de)compress all the files for you.
Sonic Heroes something
#31
Posted 11 May 2014 - 03:34 PM
It's a command line program, so use -u filename [destination] to unpack and -p filenames archive to pack. You can also throw in -n if for some reason you don't want it to automatically (de)compress all the files for you.
#32
Posted 11 May 2014 - 04:04 PM
No sign of Sonic or Knuckles...
#34
Posted 11 May 2014 - 05:42 PM
The .ONE archives from the Sonic Heroes E3 demo for Xbox (the earliest proto we have for this game) are just a tad different. The header is mostly the same, but you need to change two bytes at 0xA and two bytes at 0x16 from 03 10 to 00 14. Once you did that, you can unpack it with HeroesONE. If I remember correctly, ONE_Unpk didn't work with this.
Here's a download link to s02.one (Ocean Palace, an unplayable stage in the demo) unpacked. It's just a collection of BSP files. Like the AutoDemo, unfortunately this demo lacks the texture files for any other level besides the two playable. But it seems to carry all the stage models from stage 00 to 10.
I don't have any 3D modeling tools on hand at the moment, so someone should try looking at these.
EDIT: Converting these to OBJ and putting them on p3d.in work great. Wish there were textures though.
#35
Posted 14 May 2014 - 05:03 PM
#36
Posted 14 May 2014 - 10:37 PM
#37
Posted 27 November 2014 - 11:37 PM
Because of that, Benji from #x-hax on BadnikNET IRC was able to add in substitutions for all the missing animations in Team Super's *_anm.one files so now they are fully playable in all levels:
Download. Extract this to the dvdroot\playmodel directory.
#38
Posted 29 November 2014 - 12:31 AM
Wish I had something more technical to say. Next step would be seeing if we can make other characters go super since the game calls the Super form flag for them too when Team Super is active if I remember correctly. Sounds like it would probably be complicated though.
#39
Posted 30 November 2014 - 11:20 AM
Maybe model replacement? I got nothing
#40
Posted 30 November 2014 - 03:04 PM
Aquaslash, on 30 November 2014 - 11:20 AM, said:
Maybe model replacement? I got nothing
If I recall, the Heroes version of the Renderware engine was pretty strictly programmed, to such a point that actually adding or replacing models seems undoable? You can ADD to existing models, but not actually replace them, I think…?
Additionally, I think most parts of a character are like, their own models, like, a separate model for each eye lid, for example?
#41
Posted 30 November 2014 - 03:12 PM
Herm the Germ, on 30 November 2014 - 03:04 PM, said:
That might be worth looking into one day to quell my OCD about this game. Need to get that shine off of Knuckles shoes so I can give him a super sonic eqsue texture without it making his shoes shiny.
#42
Posted 07 December 2014 - 02:13 PM
I've tried to find some adequate thread (to avoid creating another one) and I see, that in this one was mentioned the thing I'm recently interested:
Blivsey, on 19 July 2013 - 07:45 PM, said:
First off, the keyboard controls are laid out like shit and Launcher.exe doesn't let you change the mapping.
(one little thing I need to mention - I haven't decided to try to solve this thing after reading the quoted post, it was just something which was bothering me during playing in Sonic Heroes on PC, especially when I saw ridiculous configuration for second player, it's not that I couldn't play in it, rather some sort of "challenge" I've decided to try).
I've decided to try to change the control in some other way, since creators of this game don't allow us to make our own mapping of the keys (what is more strange, they allow us to it in case of...mouse).
Since my knowledge about such things is rather limited, at the beginning I've tried to find some config file to change the control... But unfortunately, I haven't found any (or at least any, which could be modified in quite easy way).
So I've tried with PPJoy software. I've managed to solve the quite similar problem I had in the past with Mashed (and it was complete success - not only I could have more comfortable control, but also I could play with second player without plugging in any gamepad). But unfortunately, in case of Sonic Heroes it doesn't work. I'm sure that virtual pad is configured correctly (tried it in control panel), but the game is not cooperating with the virtual pad I've created (it is working with every "real" pad I've tried, but unfortunately, not with virtual one).
When I thought that I'm out of ideas, I've found in the internet an information about programs, which are allowing to change the mapping to the various keys on the keyboard. Since I've read some bad opinions about SharpKeys, I've decided to try with KeyTweak. I've changed the mapping for the keys which were interesting for me, I've restarted the system, logged in* and... Well, that's really strange, because the change of mapping was implemented (I've noticed it during logging into system, I also checked in notepad), but in game... It completely doesn't work. All keys have excactly the same way of working like before my change made with KeyTweak. So even this thing didn't work.
And here I would like to ask - why the last method didn't work? I thought that in last case there is no possibility, that it won't work, and yet, it didn't changed anything - the game was using excactly the same keys in the same way, as before. I'm starting to think that the game is using not the "functions" of the keyboard (so the things, which were changed in system register after using KeyTweak), but it's connected with concrete keys. Is that a good lead? And if yes, is there any way, I can solve this problem? I had the ambition to make it on my own (and share this knowledge with other forum users), but I'm out of ideas, to be honest
*Man, it's really good that there is possibility to turn on virtual keyboard during logging in, because in other case I wouldn't be able to log on my computer - I haven't thought about this little issue before restarting :P
#43
Posted 07 December 2014 - 02:49 PM
Aquaslash, on 30 November 2014 - 03:12 PM, said:
Herm the Germ, on 30 November 2014 - 03:04 PM, said:
That might be worth looking into one day to quell my OCD about this game. Need to get that shine off of Knuckles shoes so I can give him a super sonic eqsue texture without it making his shoes shiny.
Can you remember this thread from 2010? :p
http://forums.sonicr...=1
You can replace models that don't have bones, but you can't replace ones that do. It will only work if you use tools for GTA San Andreas I think.
#44
Posted 07 December 2014 - 03:39 PM
ultima espio, on 11 May 2014 - 04:04 PM, said:
No sign of Sonic or Knuckles...
I'm curious. Would it be possible to create a hack where the levels were modified in such a way that would allow any character to get through the levels solo, permanently deactivating any team switching whatsoever?
I'm also curious if it would be possible to edit the enemy health bars because this game started the disgusting habit of "Kill X amount of robots to get to the next room lol have fun hitting them forever"
#45
Posted 22 December 2014 - 05:40 AM
I actually did some "modding" a really long time ago. I looked up a tutorial to get the game running in "1080p" which just stretched everything way out.
I had some small ideas for things I'd love to see happen.
I know that we're stuck with the loading screens, CG and menus being 4:3 but why not make the actual game 16:9 and move the HUD around so it all fits?
Recently people have made a way to get Gamecube controllers going as Direct Input devices ( https://bitbucket.or...usb-adapter/src ). Most people from what I know played this on Gamecube so I imagine that having the button icons and tutorial audio changed to reflect that would be awesome.
The game runs really well but I can't really force it to run better than what they allow, any tips for better resolutions? Even if they are 4:3.
Edit 1: I'd also like to add that after testing my Gamecube controllers that it works really well except for the fact that the camera keeps rotating. I'm trying to fix that now.
Edit 2: Because posts for me are scarce, I did find 2 solutions to my widescreen issue here http://pcgamingwiki....ki/Sonic_Heroes
I used a different controller to test so I wouldn't have a seizure.
Thirteen AG: Works well, very configurable, doesn't stretch anything minor flaw is that things near the edges of the screen sometimes vanish.
Jackfuste: Basically the same thing CG is stretched out,no small rendering issue, it's all tied to alternate .exes though.
Edit 3: I've been getting very inconsistent results, The thing with objects being loaded/unloaded before they even leave the sides of the screen gets more noticeable the more I play, both methods produced annoyingly stretched CG out of nowhere, using the tool given with Jackfuste to create alternate exes for resolutions not given causes even the entire game to stretch out.
Whole thing is pretty wild right now, guess I'll wait for someone else to weigh in.

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