Discussion in 'Engineering & Reverse Engineering' started by Andrew75, Jun 23, 2011.
And I <3 New York shirts. Or I <3 Empire City?
So...Cool Edge and Jungle Joyride are the last two I assume?
Love the speed section!!
I would suggest Yankee caps for the Egg Pawns. It's NYC after all
It's not NYC. It's Empire City. Let's not fuck up the mojo of the stage by throwing in real-world elements, yea? I vote generic backwards caps and basketball jerseys. Or, like someone else suggested, fedoras and tommy guns.
I was thinking and was doing Burglar Egg Pawn and Egg Fighter Cops.
Cops, I like. Burglars, not so much.
So, question to the masters... What is the plausibility of this?...
So starting from the premise that this would be 2.5D classic sonic mode... From what I understand the simplest thing would be to import the Wario model and simulate his bashing with a shortened boost. (I guess slow him down and shorten his jump as well...) I can't remember if the boost is able to break certain game objects, but if so, you can certainly make those obstacles as well. From there you could make a sort of fast Wario type game, simulating his level escapes from WL4 or Shake It! and have him rush through a level as fast as possible for a record.
But I mean, if you can get extra mechanics such as picking up enemies and throwing them working then fuck, you've got yourself half a Wario engine right there...
Well, I'm kind of making a Mario Mod with Twilightzoney and Chimera on and off. I'm sure Wario wouldn't be impossible. I have the physics of Super Mario 3 down pat.
While I would never discourage someone from trying to make a mod, just remember this isn't the Source Engine. It's still Sonic Generations, you'll likely have way more fun in just doing a Generations level with various gimmicks thrown around than trying to recreate in a clunky way a game it's not. For that you have much better alternatives like UDK or Unity(with much easier ways to create content for them), what benefit would there be to grabbing Generations for it? :v: You're just likely to end up more frustrated than you should.
The fun in modding Generations is that you got one important aspect to not worry about that most fan engines can barely get right... the controls, the physics, objects, enemies, they're all already done. Sure, they're not perfect, but the majority of your players interested in a mod are already used to them.
EDIT: NVM, reading the chat log again, I see that it's not you who wanted to recreate the levels, but rather just do a Wario model import. Carry on. The above message goes for that person then.
I'm also likely going with the Egg Fighter 50s Cops by the way.
Is it just me, or do the colours in that video look over-saturated?
Quick question: Would there happen to be 2 or 3 floats worth of data we have yet to figured out the use of in the terrain-model vertex format? I ask because there seems to be a directional element to the lightmapping and since there is no actual DLM in the assets and I sincerely doubt it uses half life's 3 basis method the only thing I can think of is that they were using 2 or 3 floats for the normal dominant incoming light and interpolate between them. or there is something alot simpler I'm not thinking of but I was curious.
Anyone has a complete template for Planet Wisp objects and enemies for SonicGLVL?
Model format, as far as I can tell, is 100% cracked. The directional shadows are baked into the alpha channels of the light maps. :P
Yes, but you may as well take the whole updated pack: http://www.sendspace.com/file/sqxoj2
not the directional shadows the direction of incoming light. in order for normal mapping to work you need a vector the incoming light which you cannot have with 1 single lightmap and no additional information.
I didn't really understand your previous question, but the vertex format supports:
- RGBA Vertex Color(Normally used for blending textures or other effects)
That's used for calculating normal mapping and such, and calculating the direction vs the global directional light of the stage(plus other static omni lights).
Wasn't there a mod that lets you directly boot in the stage?
It's just two custom scripts, but yes, here. I would probably add them to the wiki as tools, since it's very useful for testing stages quickly.
The scene's sunlight comes from a .light file... It specifies the direction and the color/intensity of the light.
Separate names with a comma.