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My Information
- Member Title:
- I must be stupid.
- Age:
- 29 years old
- Birthday:
- May 20, 1986
- Gender:
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Male
- Location:
- Home
- Interests:
- Fangaming, anything to do with creation
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- Private
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Sodinsa
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[email protected]
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Latest Visitors
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BlueHero200 
21 Apr 2015 - 05:37 -
PATCHMAN 
27 Mar 2015 - 19:36 -
Thessbmzocker 
17 Nov 2014 - 13:18 -
Foreword 
16 Nov 2014 - 21:20 -
DumbLemon 
09 Nov 2014 - 14:31
Topics I've Started
-
Sonic Runners sound files
05 May 2015 - 01:57 AM
I managed to get the sound files, which I think are adx2. When I convert them to wav, they come out fuzzy. Is there a current way to get to come out clean? -
Sonic Unleashed AFS (PS2)
09 July 2014 - 06:52 PM
yeah, are there any tools what will extract the afs and it's contents? -
Mega Worlds
01 March 2014 - 01:08 AM
About 4 years ago, I had this idea about a Megaman Engine in the style of Sonic Worlds. In fact, the engine I made was based of an old revision of SonicWorlds. I was thinking of starting it backup, but I don't want to if people are not interested in. I again, will be using Sonic Worlds as a base. I'll most likely gut a lot of the movement and gimicks. The engine I have in mind would be one that can easily be made in a Megaman X on classic Megaman engine. Although, It might be better to make one from scratch.
Also, the controls for the engine I posted.
Arrow Key = Move
Z = Jump
X = Fire
A/S = Weapon swap.
*Note only the first weapon works and can be charged.
======================================================
So, I'll post my progress here. Things like tests, vidoes, pics, lists, etc.
==========================
Basic Checklist:
Basic MovementAnimations& ActionsSlopesCamera System(It might need to be redone...if anyone is up to it lol)- Enemies & Bosses
- Platforms
- Ladders
- Hazards
- Multiple Character Playstyle
- Items
Music System- Gimmicks
==========================
*If you want to help, let me know.
Edit: So having problems with the engine, it likes to randomly lock up, so I may have to design the engine.. -
Sonic Heroes PAC unpacker?
07 September 2012 - 10:15 PM
I know there use to be a tool, but all the links I find are dead. Does any perhaps have a tool unpack these? -
Sonic Heroes Stage Geometry PC. Now Converting.
30 July 2012 - 06:06 AM
Thanks to DCxDemo of Xentax, we can convert Sonic Heroes BSP to OBJ.
--------------------------------------
Ripping Level Gemotry From Sonic Heroes PC
--------------------------------------
Tools
--------------
- Sonic Heroes ONE Unpacker By LightningHedgehog
- Sonic Heroes TXD Unpacker
- Vice TXD Viewer PC (not PS2)
- PRS Decompressor By Nemesis
- BSP2OBJ Sonic Edition By DCxDemo
- 3D Program (3DS Max, Maya, Blender, LightWave, etc)
- Bulk Utility Rename.
Stages
--------------
- s01 - Seaside Hill
- s02 - Ocean Palace
- s03 - Grand Metropolis
- s04 - Power Plant
- stg05 - Casino Park
- stg06 - Bingo Highway
- stg07 - Rail Canyon
- stg08 - Bullet Station
- stg09 - Frog Jungle
- stg10 - Lost Forest
- s11 - Hung Castle
- s12 - Mystic Mansion
- s13 - Egg Fleet
- s14 - Final Fortress
**The stage file name will be sXX.one or stgX.one. XX represents the stage number.
The textures are in the texture folder (duh). The reflect the same name as the stage they're for. (s01.one - s01.txd, s01_indirect.txd)
1.) First, grab the files your gonna use. I.e s01.one, s01.txd (and the other s01 txd files). One you have that, copy them to a folder where you have the ONE Unpacker and PRS Decompressor.
2.) Drag the ONE file on the ONE unpacker. It should unpack the one files and dump the PRS in the same directory.

3.) Double click the prsdec auto.exe file. It will automatically decompress the PRS files. Once it's done, you may delete the PRS files. You should be left with .BIN files.

4.) If you have installed Bulk Utility Rename right click the folder where the BIN files are and hit "Bulk Rename Here". Select the BIN files and change the extension to BSP.

5.) Open bsp2objv021sonic. Do NOT mess with any of the options. Just select tga as your texture format and browser for the BSP and save it as a OBJ. The BSPs you are looking for is ON and ONS, like "S01_ON_01.bsp and S01_ON_01.bsp". It seems to be two parts of the whole mesh.

6.) Open VCTXDViewer and find the matching texture file(s). (I.e If you using stg01.one, you'd use s01.txd and s01_indirect.txd). Go to Eile>Export> Several Images. Export as TGA. Put all the texture files where the BSPs are. Otherwise, Max will ask you where the files are.

7.) Import your objs as max. First import the ON, then the ONS one. For example, I saved mines as S01_ON_01.obj and S01_ONs_01.obj. I'd import S01_ON_01.obj, then S01_ONS_01.obj. If you did everything right, it should look the image below. Assuming you used Seaside Hill as the test.

Anyway, that's pretty much it. I may do a video tutorial on this as well as importing the DFF files.

Find My Content
55 minutes ago
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