Discussion in 'Engineering & Reverse Engineering' started by Andrew75, Jun 23, 2011.
EDIT: Whoops forgot I posted this earlier...trash this
Anyone know how to switch models i.e. swapping Classic Sonic out with Shadow?
The SCHG for Generations should help.
Though for your specific question and example, Shadow's model files are in the BB2 folder, stored in shadow.ar.00. Classic Sonic's are in BB3, stored in SonicClassic.ar.00 and SonicClassic.ar.01. It should be a matter of just swapping them out once you have them unpacked and put into a modloader folder.
Even as a fellow trial member, I can offer you some advice to avoid wasting any precious trial posts on questions that are easily answered.
Lurk more often, and remember to check the SCHG for the game you want to mod. Also, search the topic to see if your question's already answered.
Any clue on how to do this? I've been searching the topic and I haven't found any luck. Any way to force the Super Sonic skill into boss fights?
Hello, sorry if a bit of a bad bump, but I was wondering if there's anyway to uncap the framerate in Generations? I wanted to try seeing if the game could run 144fps without a whole lot of issues after being able to do it in Lost World. Has anyone even attempted it? All I found was one YouTube video that actually just has the game running at 72fps but doubled when video rendering.
Is there even anything that can be hex edited regarding the framerate?
So today I decided to try and see if I could port Unleashed's score/rank/HUD system into Generations, but looking into the exe file left me so lost and confused that I felt I was in over my head due to having no reverse engineering experience and minimal C++ experience. I'm not sure where to even begin with this because there's just so much code that I can't make heads or tails of.
Yes, it is possible.
This is the address of FPS value in the executable: 0x12FA938 (19900728 in decimal)
It's a float, so for example, for 120 FPS you have to replace it with 00 00 F0 42
Be careful though, when you increase it to, like, 120 FPS, a ridiculous amount of input delay comes into play.
thank you! I tried this out and it worked, although I wouldn't really call it input delay (except for the menus, they are super laggy), it's more like the controller input is completely ignored at what seems to be random. I wonder what causes that issue?
Picked up Generations cheap on the Steam Summer Sale - I already owned the 360 version from back when it released, but am aware there've been some interesting mods for the PC version and was hoping to check them out. Know I'm well behind on this, so thought I'd pop in here with a couple of questions for those already in the know mods-wise:
Anyone know if there's a list/repository of available Generations mods? I'm aware of the Unleashed Project, but not much else, though I also vaguely remember there being some sort of 'fixed' Classic Sonic physics mod at some point...? Any quality-of-life/bug-fixing mods would be a must too, if they exist.
As for using said mods - is there a mod loader akin to Sonic Adventure DX/Sonic Adventure 2/Sonic R etc, or are mods installed/handled in a different manner?
Thanks in advance to anyone who can help point me in the right direction. Sorry for being a bit of a newb about this - it's my own fault for waiting years to get the PC version and having to play catch-up, haha...!
Sonic GMI is gonna be your best friend for running mods.
This Steam guide has a pretty substantial list of worthwhile mods of various sorts.
Ah, perfect - will investigate those as soon as I'm able. Thanks for your help! = )
That's a really good list. Unfortunately, some of the links are dead. Here are alternate links I found:
Sadly, I couldn't find any mirrors for the following mods:
Emerald Coast by Gold Tex
Spiral Reed Lightfields by Smashnic11
Does anyone have these?
'ey folks. Steve Taylor (from Sonic Islands) and I are trying to create a resource of Generations models and animations converted to FBX format. We know the process decently well at this point (although the hkxcmd bit is always tricky! :P), but we don't appear to have a working version of the .model import script for Max, nor does the Sonic GLVL utility appear to preserve skeletons when converting to FBX.
Can anyone point us to a functional version?
Wouldn't it be better to just use modelfbx instead? Or did it not work properly for you?
It didn't include the skeleton. It's possible that we just did it wrong, though. Does it require the .skl.hkx file to be present?
Type both the .model and the .skl.hkx file as parameters and it should rig it.
Usage: modelfbx [mesh.model] [skeleton.skl.hkx] [animation.anm.hkx] [output.fbx]
- First 3 parameters can be in any order. You can omit any parameter for excluding elements from the output.
The skeleton data inside the .model files aren't the real skeletons but rather the binding pose matrices used for skinning IIRC, so recreating skeletons from those is not completely accurate when it comes to animation playback. That's why the tool asks for the skeleton hkx file.
It worked! Turns out the issue was a typo, but seeing it written like this helped us figure out where the issue was. xD
Thanks for your help! One more question if you don't mind - is hkxcmd still the best way to mass-convert animations?
At one point I had all the models and assets ripped from the game, and burned everything to a Blueray disk along with a lot of handy tools. and that disk got corrupted over time. and I lost all the assets.
I'm wondering if anyone has them all tucked away anywhere if they would be willing to share them back to me at some point for preservation purposes. (We can discuss in Private message)
Not really what you asked for, but:
That can happen?
That's kinda worrisome, I got a bunch of shit burned into disks I wouldn't wanna see disappear.
As far as I know, Discs lose quality over time. You'd better not assume they'll be eternal.
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