Someone needs to model a Sonic 3's Carnival Night Barrel and use it as a placeholder for EVERYTHING :v: Also, epic job on the importing!
Can't we just try ripping and converting the one used in Shadow the Hedgehog? It looks pretty much the same, dunnit? :B
If anyone wants to help there's a bunch of file formats added to the wiki page. They're not complete specs but it gives some layout at least to try to figure out what some of these values actually are. They use a sort of general file format with a common header and a final offset table which points to all offsets written in the file by order of appearance, so that makes stuff quite easier to figure out the structures.
I can't make heads or tails of that. Too bad, though, cause I would really love to be of some kind of assistance.
Speaking of which, what's the deal with these 3ds max scripts referenced everywhere throughout the thread? Particularly the one for animations. Has anything been released yet?
The only that's been released is the script that can import the .model files, but not the .model-terrain files.
To import animations, use the Skyrim Importer for animations if you want to do it so badly. It works better and will import at the correct sizing. Since Dami's doesn't at all. Plus the materials to make YOUR OWN Animations are right in the havok tools. So if you want to make an animation go right ahead. Just like this, its not hard to do at all, just gotta animate and replace the right animation. I'm going to fix it so he'll drift like this as Super Sonic, but I need to find a way to increase playback speed without having to lower the frames of the animation.
Time for a change of pace I thought this was interesting. Now all we need is the gun truck and this will be truly complete.
I've been attempting to fix Classic Sonic. Here's what I've done so far: Super Sonic is faster, jumps higher and has 1 ring per second drain. (But unfortunately still has shitty 'ol normal Sonic's midair momentum. I'll see what I can do about this tomorrow.) Replaced the dud level 0 spindash with something more resembling the lowest level spindash from Sonic 2. Mid-level spindash feels about right. Removed the super fucking awful looking dust trail that follows Sonic around. While still ridiculously OP, max level spindash is nerfed by 30%. I also widened the gap between the three different levels of spindash speed, so you can more easily select a level. (Don't know if this makes sense, I'm REALLY tired.) Made Sonic's acceleration from standing to walking more like the Classics. I'll be doing more of this as I discover more things. Oh, as for Modern Sonic, I totally made the slide feel WAY more like what the spin attack SHOULD feel like. Less friction, better reaction to slopes, if you let go of the slide button, you keep sliding, if you go up a slope and lose all forward momentum, you turn around, while maintaining the slide et al. Tomorrow I'm replacing the slide animation with a rolling animation so that it both looks AND feels like a spin attack, but for right now, I am le really fucking tired and have work in the morning. I'll make a video of this tomorrow. Oh, one last thing, I removed the input lag for the stomp, so now you can stomp more like you could in Unleashed. But like I said, video tomorrow.
Thanks for the info. Got it successfully imported. I just wanted to look at these babies up close, is all. Edit: Well... sort of successfully. http://puu.sh/ii38 Although that appears to only happen when importing another animation, so it works well enough.
Spoiler Well I got drifting done, and plays at a correct speed. Did it for both regular and super. Is he supposed to have that blue effect when drifting as super? Or something messed up with mine? Haha, since I'm not quite sure anymore, since I've been used to it. As to the uhmm mess you have there Morph, make sure in the importer that it is -- commented out in the script for scaling and rotating it. It can have some bad effects.
Well, I'm at a loss. This particular importer I'm using seems to be incredibly instable; importing the animations results differently each time. If you could tell me what exactly you're using/doing, I'd appreciate it.
So, I think I know how they got Super Sonic in the boss levels. It seems it was Cheat Engine. http://www.mediafire.com/?ngchh901x90cyl6 So if anyone wants to try it...
Oh I'm sorry, I should have known better. Haha I certainly think it looks better. Also Morph, I use max 2012 and 2010 they don't seem to have problems for me when importing them with that. I'd say either something is wrong with the skeleton, maybe try using Xform? Also make sure you're converting it right, and using the most updated version. That could be the case, but I'm not for certain since I haven't had that problem before.
Xform appears to fix the issue, but what method have you used (plugins/scripts, etc) that you didn't have the issue? o_o' I have a feeling I'm just using an entirely different method. Edit: Yeah, doesn't appear to always work, so I must be doing something totally different from what you did.
As long as you follow what the rules said about in the read-me file for it to convert the hkx files to other format them import it should work just fine. I just used the .Model Maxscript that has the rotate and scale at the end of the script commented out so its at its default scaling and rotation. Thats what seems to be the problem to me, but if you are saying thats not the case must be how your importing it. Just follow what it says, there are two methods of importing it I think it says in there. One is to convert to the nif tool format I believe, then there is the other one stated to do it..