Discussion in 'Engineering & Reverse Engineering' started by Turbohog, Feb 20, 2012.
Holy cow MainMemory, that's like, a dream coming true seventeen years in the making!
Yeah, I've always dreamed of playing SA1 levels in SA2. Back when I had people to play the 2P with, I would have loved to play through some of Sonic's levels from Adventure 1 in Adventure 2's 2 player mode.
Here's a preliminary object layout:
And here's something... different:
How do I go about ripping SA2 (PC) levels to 3DS Max? I was looking in on [urhttp://info.sonicretro.org/SCHG:Sonic_Adventure_2/Level_List]this[/url] page and didn't find any of those files. Just things like stg05cam, etc
I've looked for a way to do this for awhile, and to my knowledge, there's no public way to extract SA2PC models, be it stage or object models. But, you can get SA2DC stage models, they often have less detail than their battle counterparts, but the core stage is usually there. This tutorial should walk you through it. Even with that, I've still yet to find a way to get object models for either DC or anything else, and objects can comprise pretty large parts of stages, so there's a limit to what you can do right now.
I'd imagine you could also try 3D Ripping software, but then you'll have to clean up and fix the models after.
The SA2 PC levels are in the Data_DLL.dll file. Most of them are in a format our tools cannot work with currently, although a few are able to be viewed and exported, mostly unused stuff like the test level and chao playground. You would use the project manager to extract the data, and SALVL to view/export them.
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 all" feature?
Yeah, in SALVL you can choose either "Visible" or "Invisible", Invisible is the collision. When you export with one of those selected you only get what you see.
Um, no. When you export as OBJ, it exports all the models always.
Anyway, SAMDL now has proper support for viewing SA2 character models!
Oh, my bad, should have double checked, or at least skimmed through the video more thoroughly, haven't ripped a model myself in awhile. Yeah, you need to manually delete the invisible (collision) model from SALVL. Well, what I can say that the video doesn't seem to mention is that alt+mouse3 rotates the camera, couldn't find another way to effectively move the camera, so that's something I guess.
For anyone who cares, the Dreamcast Chao Gardens were ported a little while ago:
Nice to see that the community is slowly fixing and improving this port. Anything left to do, besides fixing all the cutscenes botched by SA2B and the myriad of Chao Garden glitches introduced by the PC port?
Um, no. Exant64 and DarkyBenji ported the Dreamcast Chao Gardens. Sonic Central just made a video about it. This is old news for anyone who's been following SA2 modding on Twitter (such as my own) or our Discord.
Ah, derp, I stand corrected. And I know it's old news, but nobody had posted it here.
So are there any mods replacing all models with their highest poly count counterparts?
There's a mod that removes the level-of-detail models for Sonic and Shadow, but other than that, I have no idea what you're talking about.
Has anybody addressed the low quality textures and audio issues yet?
I don't think anyone has.
Anyway, have two more mods:
Well, I may try my hand at the textures. What's the best way of modding the Dreamcast textures into the PC version with as little quality loss (preferably no quality loss) as possible?
If the order of the textures in a file is the same in both versions, you can just use GVM2PAK to convert the file. Otherwise, you'll have to extract all the textures from the DC file and insert them individually into the PC's PAK file, which you may need to generate by using GVM2PAK on the PRS file.
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