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My Information
- Member Title:
- 3ds MAX Help Desk
- Age:
- 26 years old
- Birthday:
- January 25, 1989
- Gender:
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Male
- Location:
- Southbridge, MA
- Interests:
- Graphic design; Fashion design; C programming; drawing; etc.
Contact Information
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- Click here to e-mail me
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omgwtfsonic
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[email protected]
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http://x-hax.cultnet.net
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joshua.corvinus
Previous Fields
- Project:
- Sonic Adventure Generations
- National Flag:
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- Wiki edits:
- 43
Latest Visitors
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Beta 
19 Jul 2015 - 13:28 -
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08 Jun 2015 - 22:09
Posts I've Made
-
In Topic: SADX/SA1 Hacking/Modding
18 July 2015 - 10:01 PM
crystallize, on 18 July 2015 - 01:43 PM, said:
Dude, on 27 June 2015 - 09:17 AM, said:From what I've been able to figure out so far, if Sonic is facing away from the camera, it will slowly rotate until it is directly behind him, targetting a point in front of him. If Sonic is facing the camera, it will slow it's turning rate, eventually coming to a stop if he runs straight at it. Once he stops, it will resume trying to get behind him again.
No, I mean, camera stops to wait for Sonic to go through a loop, and camera behaviour depends on gameplay type (normal, plane, fishing) and even a gimmick (icicle, cart, avalanche, shark). How does it work? Are there some trigger brushes and different camera logic for that?
Oh. That's more than just the chase cam, that's the entire game's camera system.
There are trigger brushes, yes. You can turn them on in sadxlvl2 by using the view menu and clicking the 'camera' checkbox. The camera system is only about 75% known, and there are some editor features that are in-development. The trigger brushes are all stored in bin files in the system folder, they use the same naming convention as the SET files, except the prefix is CAM instead. Most of the triggers are rectangular boxes with 3 scale values and 2 rotation values. There is an option for uniform scale, which allows one (or maybe more) scale values to be used as a different kind of variable. That particular option hasn't been added to the editor yet, since I'm only kind of sure how it works. I'm still in the process of reverse engineering what all the flags mean.
If you want to see my current (sloppy, stream-of-consciousness stuff) notes on the format: http://pastebin.com/atf3HRv1 -
In Topic: Sonic Generations Hacking (and More!)
14 July 2015 - 06:00 PM
Try opening your hkx file in the havok preview tool and looking at the results. -
In Topic: Sonic Generations Hacking (and More!)
14 July 2015 - 05:00 PM
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.

In order - sphere, cube, convex hull, mesh -
In Topic: SADX/SA1 Hacking/Modding
27 June 2015 - 09:17 AM
From what I've been able to figure out so far, if Sonic is facing away from the camera, it will slowly rotate until it is directly behind him, targetting a point in front of him. If Sonic is facing the camera, it will slow it's turning rate, eventually coming to a stop if he runs straight at it. Once he stops, it will resume trying to get behind him again. -
In Topic: SADX/SA1 Hacking/Modding
13 June 2015 - 07:49 PM
No, the level transition triggers aren't part of the object layout (usually). They're hard-coded. If you go through the disassembly though, you could look at the speed highway code and patch that.

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