Sonic Adventure 2 Hacking

Discussion in 'Engineering & Reverse Engineering' started by Turbohog, Feb 20, 2012.

  1. MainMemory

    MainMemory

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    So, it's been a while. We've all been working hard over in the X-hax Discord server, and today, we see the results of our work.
    [​IMG]
    The first custom character model for SA2 with functioning weights/skinning! Justin113D wrote the import/export plugin for Blender (with help from Exant and myself) which you can find here, and also made the model. This is hopefully only the first of many mods for SA2 like this.
    You can download the mod from GameBanana.

    If you're wondering about SA Tools, we have been working on new import/export options as well as support for the GameCube model format, but it's not quite ready for prime time yet. Hopefully soon.
     
  2. DaveDave

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    Thank you MainMemory, you're a massive asset to this community. Keep up the good work.
     
  3. MainMemory

    MainMemory

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    Hey, so, the scene has kind of exploded since Justin finished his exporter and SA Tools finally got that importer.





    If you are interested in creating custom models for SA2, there is a (slightly outdated) guide here, or you can join our Discord to get more direct guidance.
     
  4. Turbohog

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    Great to see this. I'm mostly excited for custom levels - especially since SA2 has the only competent multiplayer mode in all the 3D Sonic games. Hopefully I'll join in when life slows down a bit.
     
  5. BlazeHedgehog

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    Very excited by that Sonic Heroes port. I've wanted to play those levels solo and in a better engine for absolutely ages. With some clean up on the camera, splines and enemy placement that could end up something very special.
     
  6. MainMemory

    MainMemory

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  7. TheInvisibleSun

    TheInvisibleSun

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    Cool mod! It looks like he still moves like Eggman, though; how difficult would it be to make Gamma a bit more nimble like he was in Adventure 1? (Unless I have no idea what I am talking about and they don't actually control differently.)
     
  8. MainMemory

    MainMemory

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    I'm gonna go ahead and say very difficult.
     
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  9. flarn2006

    flarn2006

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    Does anyone know where this came from?
    https://pastebin.com/mzbaURpE
    It contains the same kind of text that I pointed out on page 40 of this thread. Looks like more model data in the same format, which I can't find anything about on Google.
     
  10. MainMemory

    MainMemory

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    That's NJA, Ninja ASCII, a set of preprocessor macros that allow you to represent Ninja models in a more human-readable format. It's in the Dreamcast Katana SDK. SAMDL can export to it (maybe for Basic models only?).
     
  11. Pexs

    Pexs

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    I wanted to ask. I was searching around and I couldn't quite find anything about this. Can animations be replaced in SA2 as well, or just models now?
     
  12. MainMemory

    MainMemory

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    Animations can be replaced. You can use AnimJSONConverter to convert .saanim files to JSON, where you can edit them by hand, or you can use this tool with 3DS Max.
     
  13. Pexs

    Pexs

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    Oh! Awesome! I've only got access to Maya Lt and Blender at the moment, but maybe when the time comes I can collab with some people to do a total character conversion. Between doing the modeling and animation myself, it honestly sounds pretty fun.

    Is everything replaceable in the game? Cutscenes and dialogue too? If so I'm surprised no one's given it a complete overhaul a shot yet.
     
  14. MainMemory

    MainMemory

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    Cutscene models are complicated. We have no tools to edit the shape motions used for the faces and hands, unless you want to do it manually in JSON, but that sounds like a nightmare.