He said the textures are the wrong colour because they are using the wrong bit-depth. Or so I interpretted it. But Black Chunan looks pretty anyway.
If you're talking about the thing that chases Sonic near the end, my suggestion would be to put those three ships that line up and take turns shooting lasers at you there. I mean, it'd be somewhat similar. My question about the ported level is why the bomb things near the beginning are left out? You could use the ones that were in Seaside Hill's racecar section.
So what's wrong with the second dragon since you used a rail instead? Anyway, awesome job. If I didn't already know that this wasn't Unleashed, I would think it actually was Unleashed.
I just missed my reaction at jumping there. :v: That dragon works fine. Anyway, I've been having some setbacks in porting windmill isle act 2's GI. First off, it's darn big. The DLC GIA quality lighting is 200 MB big. While it imported perfectly in-game, the game loads the low-quality GIA for the far-away objects... and I haven't been able to fix it with the same method for some reason. As you walk through the stage, all the stuff near you loads with great quality lighting, but the rest is glitchy stuff. Once I figure out how to fix the low-quality GIA maps as well, it should work. Here's a sample shot of the color correction I've been trying. (I've been pretty much using PS's auto-color). I guess the brightness could be tuned up a bit more, but at least it doesn't have that ridiculous blueish hue: I think the color-differences in the rocks is because of what I explained, different quality lightmaps. The HQ ones are fixed, the low-fi ones aren't yet.
._. There are no words to describe that. Seriously, it looks EXACTLY like how it does in-game, amazing work.
Who made this? It's actually amazing. I'm liking what you guys are doing with the Unleashed levels, hope you fix them soon
HNnnnnnnggggg Knuckles holy crap. Even if he plays like Sonic, this is still awesome. Whoever made that, get on making classic Tails and Metal Sonic playable in classic levels.
Its being posted over at SSMB and its originally from another sonic forum in Russia. Looks pretty cool actually can't wait to see what else that hacker does =).
Make sure you got annotations enabled. EDIT: Uploading some screenies because that shitty video and my recording skills don't do it justice. EDIT2: Screens in the spoiler. Spoiler
HNNNG. REVERSE ENGINEERING BONER. So do you think shadows are possible? I wouldn't mind a more technical explanation as to why they aren't available, unless of course I missed it. Also will Chun-Nan be brighter in the future?
Well shadows ARE casting on stuff like Sonic or the objects. It's there, it just isn't casting on the terrain for some reason(and it's not some Terrain -> Terrain thing, Sonic and the objects don't). The only technical explanation we got is, we don't effing know. :v: But hey, a week ago I wouldn't even have dreamed of seeing GIA data correctly working, let alone the high-quality DLC one. As explained in the video due to HDR and color correction, I wouldn't want to tweak the GIA maps more until shadows are possible. It's really just dark because it's actually bright. :v: Once shadows are there it's just a matter of finding the right color tones for the lighting maps.
Sounds excellent, keep it up! At this point though, I could care less about the graphics quality, I'm just itching to play this, since I no longer have any current gen consoles.
It shouldn't, probably a problem with the cube/environment maps, I guess Dario will know more about the issue :specialed:
Not really. The chunk-terrain loading like in Generations isn't ported yet because it's not the same format. My guess is that the flickering is caused by stuff off-screen loading/unloading when it shouldn't. Most of Generations uses triggers to load/unload terrain when you go past certain points... here it's just streaming whatever is inside the radius, and inside the memory constraints. This has some bad implications, one being that the low quality GIA maps are loaded in near range due to insufficient memory, while certainly some of the stuff could be unloaded because it's not really visible. Windmill Isle act 2 framerate can drop heavily sometimes because of that as well. But it should be possible to port it over in a hard day's work.
The first thing that happened when I clicked the all-characters video was I saw Shadow's awkward double-speed gait. The next thing that happened was milk came out my nose.