Sonic Generations Hacking (and More!)

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

  1. The one I found on another forum was a public one made by someone called Chrrox. It was actually made for Unleashed, but if you deleted the bone section it would work for Generations.

    Few models actually worked mind you, a lot of them had uv errors.

    If nobody has any objections, I guess I could post it.
     
  2. total

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    You've said enough.
    Here it is.

    Although I almost finished my own (not counting bones), thanks for that.
     
  3. Andrew75

    Andrew75

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    You wrote that one yourself? pretty cool!

    The guys working on the other script haven't finished it yet, thats why it isn't being released. they've also started a level importer as well.
    Also I've added a few things of my own to there script like a Bulk format converter,, as well as fixes for Max 2011 and 2012.
    Its not like the script is being horded, the guys working on it just want to finish it before a release is made.
    If you have the skills to make a script yourself, why not team up with the other guys? you can PM me for the contact info if you like.
     
  4. total

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    Damn, I thought my previous works are well-known already (although many of them were private)
    No thanks. The only reason I ever tried that is because _someone_ asked me to do so.
    And no, I have not used maxscript this time. I was going to make model2smd tool. But I got what I wanted, so I'm leaving.
     
  5. Andrew75

    Andrew75

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    personally I'd love to see any kind of converter released, including the max scripts,
    I believe that releasing them would allow people with the skills to tweak and fine tune certain aspects of the scrips. and speed up there development.
     
  6. StreakThunderstorm

    StreakThunderstorm

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    I personally would use the Sonic Classic and modern models and put them directly in UDK for developmental purposes.
     
  7. It would be great if the demo could be modified to play Modern Green Hill on the Xbox 360 without the console being Jtaged. I'm still cool with the easy bypass of the timer for classic.
     
  8. Lanzer

    Lanzer

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    Bump, for a good reason.

    2nd demo is approaching Andrew75, Tommorow actually. We going to see some more demo hacking from you and 'Jim?
     
  9. I'd like to ask something. I just started learning 3D, I'm using Maya at the moment.
    The other day I tried to open the .model files in Maya but it said that the file format is unrecognizable.
    Is there anyway to open these files in Maya? Sorry if this is a basic question, I'm just getting started...
    Thanks in advance.
     
  10. It's worth having a look inside, just to see what's left over from the Final Build :p

    Tbh the only things that would be new would probably just be programming wise, compare it to the original and see if it has actually been tweaked.

    Well, we have Metal Sonic:

    http://board.sonicstadium.org/topic/9422-hidden-assets-of-the-generations-demo-spoilers/page__st__4200__p__373468#entry373468
     
  11. Andrew75

    Andrew75

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    ya just waiting for access to the raw files so that I can get digging into the content.
    and see what we can find.

    I'd like to show you guys something, so that no one confuses my model to that of the one used in generations.
    and say that I tweaked the generations one for myself.

    Here is the Work in progress Metal Sonic That I started a few months before generations was even anounced...( for use in my project Sonic CD remix)
    (also circled problematic areas that will be corrected, these areas are not finished and just rough blocked out ready and waiting for details to be added )
    [​IMG]

    and here is a pic of the ripped Sonic generations model. ( pic taken from link above)
    [​IMG]

    Uploaded with ImageShack.us
     
  12. Andrew75

    Andrew75

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    Ok guys... news update...
    The Code Monkeys,( who want to remain anonymous,)
    they are working on the Generations animation importation script and have just informed me that the animations are now compressed,
    unlike before, making it harder to extract. he's not sure if its going to be possible. will post updates as they come.

    Edit: they are also no longer viewable in the animation viewer. and seem closer to the way unleashed handles the files.
     
  13. Did they give any indication of when they'll release anything?
     
  14. Andrew75

    Andrew75

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    I think soon after the game's full release ..
     
  15. Lanzer

    Lanzer

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    So have you and your code monkeys dug up anything interesting Andrew75?
     
  16. Andrew75

    Andrew75

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    I Just finished texture conversions,, there are a few new textures in there, nothing super important,
    I'll be uploading them in .TGA and .PNG formats shortly.
    TGA has alpha channel for transparencies for use within game engines.
    and .PNG for the people who don't have a quick way to view TGA if they just want to browse threw the textures to see whats there.

    Also will be uploading all the music and sound effects in 1 rar (extracted and converted to .wav by code monkey #2.
    Haven't looked at models yet. Will be doing that in the morning as its pretty late over here.
     
  17. Andrew75

    Andrew75

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    Ok here is the .TGA format for the Generations demo 2 textures, ( check this same post tomorrow morning for .png as its bed time.)
    http://www.megaupload.com/?d=AD41EYKD (EDIT: There are some textures I forgot to pack guys,, sorry , will add them as a second rar in the morning labeled part 2

    It seems retro's forums are messed up or something as if I attempt to post the link on the first page all the lines of code from the other links seem to mess up on preview.
    it did this once before on another topic , and instead of preview I hit submit and lost all the links.
    Kinda seems to do this on older posts for some reason.
     
  18. evilhamwizard

    evilhamwizard

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    Some differences this time around that I noticed with some of the files.

    For ApplicationSetting.lua (where they set the settings for the demo), they removed everything and only left this:

    Code (Text):
    1. function applicationSetting()
    2. end
    segjmsegihseogihsegosehwg

    Also, in some kind of desperate move maybe they removed all the comments from DebugLauncher.lua (the comments basically told you how to use the debugger), but the actual code is still there untouched.

    But, the game's executable is just a bit larger than it was in the previous demo, which is to be expected I guess.

    Unlike the previous demo where they had two cpk files for the assets, there are three. I think they moved the common files to bb3.cpk and left the other data in bb.cpk. Still have no idea what they plan with bb2.cpk, since there are only two files in there (Signal.arl/ar.00).

    Inside the executable they actually added the Sonic 1 rom inside here. It's byte for byte identical to Sonic 1 REV00, though. Appears to be the only rom in here though. Emulator still seems to be using the Digital Eclipse one.

    The demo seems to have been compiled around late August (22nd I think) judging by what I could get CriTools to tell me.

    I'll take a look at the executable some more later.
     
  19. Sik

    Sik

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    being an asshole =P
    I have the feeling you could put the old code back and it'd work...

    Why didn't they just remove the debugging code? =/
     
  20. Dark Sonic

    Dark Sonic

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    Working on my art!
    What I'm interested is there a list of the shop items for sale in this demo (As well as descriptions). I'd be interested in seeing what you can buy.