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Sonic Generations Hacking (and More!)

Discussion in 'Engineering & Reverse Engineering' started by Andrew75, Jun 23, 2011.

  1. Jason

    Jason

    *Results not lab tested. Member
    You could go the (relatively) lazy route, with spring chains and dash rings skipping over those parts, or that teleportation thing Unleashed Project's Jungle Joyride did. Some Eggmanland is better than no Eggmanland, I suppose, at least for a first release.

    ...Look I just wanna play Eggmanland at 1080p60 is what I'm getting at.
     
  2. Falk

    Falk

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    beat matching minigame
     
  3. After watching a replay of the entirety of the Eggmanland level on 360, here are my suggestions for the werehog sections to create a Modern Sonic-Only HD Eggmanland:

    Werehog Section 1

    Werehog Section 2

    Werehog Section 3

    The best case scenario for this level would be to somehow split it between Modern and Classic Sonic in mid-level for each section and modify it accordingly, but I will take what I can get!
     
  4. Iggy for Short

    Iggy for Short

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    I'm sure he could make some parts work with Modern Sonic with a little creativity. I wonder what grinding on pipes in the boiler room would be like... :v:
     
  5. I wasn't saying that somebody needed to do it. I simply meant that given some of the odd choices in what to port into Generations that has happened already, you would think that somebody would have decided to have done it by now. That's all I meant.
     
  6. S0LV0

    S0LV0

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    Took some time off to write up a new post today. For anyone familiar with modding it's nothing to call home about, but I got some requests to tackle more of the inner workings, so I figured this would be a good start.
     
  7. JMotion

    JMotion

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    Shadow the Boomhog
    Hi

    I'm after a little help. I've not long started learning how to perform model hack with Generations, and I'm having a consistent issue with everything I do. To begin with, my model looses its smoothed surface after attaching to the rig, but that's not my biggest issue at the moment. My main issue is that all the models, when loaded into the game, have some amount of blur on them, some models more than others. This is not present in all areas. Notable places where there is no visible blurring include The hub world (when facing the stage to select it), Cutscenes, and the entirety of Speed Highway act 2.

    I asked in the basic Q & A thread about where to ask this question, and no one answered me, and that was about a week ago. So I'm here now, as I've not found this problem brought up anywhere else. Maybe my keyword searches just aren't right, I don't know.
    Its also worth noting that I only started using 3ds Max, when I started learning how to do these mods. Until then, I've been used to Maya, as I took an animation class in Maya. So if I missed something basic, I apologise.
     
  8. Lanzer

    Lanzer

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    It would help to take screenshots of what your problems are and what error messages you are getting.
     
  9. JMotion

    JMotion

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    Shadow the Boomhog
    Sorry, still getting used to the way things work. don't often use forums.
    Hope this comes through alright.

    [​IMG]
     
  10. Lanzer

    Lanzer

    The saber calls for its master... Member
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    Ah, a Boom!Shadow. very nice.

    Are you using the actual Boom RoL model as a base or creating your own custom?

    I've shot JoeTE a PM telling him to take a look, he should be able to help.
     
  11. JMotion

    JMotion

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    Shadow the Boomhog
    I'm using the RoL model as a base. The legs and torso were shortened to fit the Gens scale (RoL models are very tall). The hands are the generations hands, and the wrists are heavily modified to fit over the Gens hands (which are double the size of RoL hands). Its coming along well enough for my first mod. Its been on hold for a while till I can fix the blur issue. Things like the elbows and knees still need tweaking, as well as the spines (which are currently static on the head joint), due to the fact that I'm still very unfamiliar with the rigging process and how sensitive things are. Still, the progress of which is in that picture was done in about a week. Thats starting from having none of the software or 3DS Max experience, through to the point where I'm capable of rigging a character to run in game.

    Also, when I attach the model to the rigging, the new model suddenly loses its smoothed surface and becomes very blocky and jagged. If someone can point out whats causing this, and how to work around it, then that'd also be a big help!
     
  12. Paraxade

    Paraxade

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    Do you have FxPipeline enabled? If so, that's the problem... it causes blurring bugs if the framerate dips below 60.

    If it's not that, then I have no idea.
     
  13. JMotion

    JMotion

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    Shadow the Boomhog
    I have tested with and without it running and it changes nothing.
    I'm using 3DS Max 2015 if that could be causing it. I know it matters for stage porting, but I haven't been told anything about character models needing 3DS Max 2011. Either way, they don't offer 2011 any more, and I don't know how to get it otherwise.
    Has no one, really, had this problem before? Because it happens with all of my character model edits.

    Will try and hunt down 3DS Max 2011 somewhere online, since Autodesk told me they do not and will probably never offer it up again.
     
  14. Joe T.E.

    Joe T.E.

    All life form data, successfully copied! Member
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    Big the Cat in Sonic Generations, High-Res HUD for Sonic Lost World, Metal Sonic Lost World (Version 1.0,) Sonic Generations: Episode Metal (Version 3.0.)
    Seeing how I'm the one who originally discovered the cause and fix for that blurring bug (back in 2012,) I'll explain what's going on.

    The best way to put it is that the game doesn't like it when any 1 material is used for too many parts of a model, causing that blur to occur.

    To fix that, you need to split certain parts of the model into separate materials. For example, each of the hands need their own separate materials, each shoe needs their own separate materials, the head needs a separate material from the body, etc. When making these new materials, the new materials should be identical to the original ones, but with a different name.

    As for your other problem, you should double-check the model's smoothing groups, and/or apply an "Edit Normals" modifier to the model (and check to see if the normals look right.) If you apply an "Edit Normals," make sure to drag it underneath the "skin" modifier (otherwise, you can potentially lose the model's rigging.)
     
  15. JMotion

    JMotion

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    JoeTE, your a life saver!
    It took a couple test runs, ended up having to use separate files for the left and right limbs, it was that picky. But the important thing is it worked! The Edit Normals thing worked pretty well too. Its not 100% perfect, the legs are still a wee bit flat in some places, but the important areas are smoothed out. So I can finally start fixing up the rig and making it look presentable!

    Thanks so much for your help!
     
  16. Chris Highwind

    Chris Highwind

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    And for this week's Mod Monday, cobanermani456 suffers from the horror of briannuu's level design. The first two levels are fine, but then we get to the third level...

    http://youtu.be/KTBijjwWxY4
     
  17. S0LV0

    S0LV0

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    This is gold. I've seen brianuuu claim that porting Unleashed HD levels is "easy," so I guess his solution to that was to port an HD layout to an SD geometry. And by "port," I mean recreate from scratch.
     
  18. BlazeHedgehog

    BlazeHedgehog

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    Mmmm. God rays for the sake of having god rays in a level.

    It's like somebody smeared my monitor with crisco.
     
  19. Spanish:

    Amigos desearía que liberen el código fuente de Sonic Generations y así crear juegos con el Hedgehog Engine sin necesidad de dicho juego, y convertir los mods en juegos standalone como el Unleashed Project.

    English:

    Friends would like to release the source code of Sonic Generations and create games with the Hedgehog Engine without this game, and convert mods in standalone games like Unleashed Project.
     
  20. GerbilSoft

    GerbilSoft

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    Good luck trying to get Sega to release their source code. :eng101: