Sonic Generations Hacking (and More!)

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

  1. LOL that's not my work at all. That is Melpontro's work. He's done hacks like Professor Pickle in Rooftop Run and Pele the Beloved Dog. I suggest subscribing to him.
     
  2. DustArma

    DustArma

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    Learning Python.
    Not really hacking-related but I thought this could be useful for any level designers here.

    http://www.youtube.com/watch?v=Qh-1o3BQAVQ

     
  3. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    Have you tried setting OutOfControl to 0 in the springs? It's independent on each spring though.
     
  4. DustArma

    DustArma

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    Learning Python.
    I actually tried once and it ended up making Green Hill not load :psyduck:
     
  5. Dude

    Dude

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    I don't know if anyone else has run into this problem, but for me it seems like as soon as I replace any of modern sonic's animations, I can no longer load levels as classic sonic. It simply crashes. Any thoughts?
     
  6. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    One wild guess is that if those animations were saved with the newest Havok version it might cause some unstability as they're not exactly compatible. Have you tried resaving your animations with HCT 2.0?
     
  7. Dude

    Dude

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    yes. In fact, saving as havok 2 didn't help levels either. Unless I'm doing something wrong.
     
  8. Shade Vortex

    Shade Vortex

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    You know, what with the geometry importing/custom stage creation, is it bad that I want to see someone eventually try and import a level from Final Fantasy XIII? I mean come on, hallways the game would be perfect for a straight line/boost zone. :V

    F-Zero GX tracks are something else I'd also wanna see imported into Generations, especially Big Blue and Mute City.

    And if it were possible to recreate the level gimmicks such as water-rising switches, gravity panels and the switches associated with them, light-shining mirrors and the goddamn stone water snake and its three switches, I'd love someone to import/take a shot at completely Generations-izing Lost World.

    And now for a more realistic expectation: I hope somebody uses Cool Edge assets to make a proper Ice Cap stage for Generations. You could even have a snowboarding section at the start (if based on S3&K) or the end (if based on Sonic Adventure). I know there wouldn't be ice physics, but I don't care.
     
  9. Elektro-Omega

    Elektro-Omega

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    I have been following this project for quiet a while.

    Can I get this straight. Not only have you hacked generations to create a level editor and unpacker, you have ported over unleashed levels, ported colours levels (as a proof of concept) and also started porting 06 levels.

    Man I love you guys.

    On topic: the progress that has been made to this is phenomenal and I can't wait to see more progress.
    This project really does have
    *puts glasses on*
    Endless Possibilities
    YEEEEEEEEAAAAAAAH!
     
  10. Dario FF

    Dario FF

    Tech Support Hotline Tech Member


    Yes or no? (With proper fixes to bones and materials of course)
     
  11. Dark Sonic

    Dark Sonic

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    Sure why the hell not (What's with the red face though?)
     
  12. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    It's just a non-existing shader, but easily fixable. I had to do something similar to the rest of the body.

    Generations vs Unleashed model:
    • Shorter in height
    • Shorter arms

    It looks like it fits better in size of those stages now. Generations' is just slightly taller I think. In any case, if it does end up working fully it would be provided as an option.
     
  13. Trunks

    Trunks

    AGAIN TRY Oldbie
    I love that arms crossed animation. It just screams classic to me.
     
  14. iGamr

    iGamr

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    I think that the animations look amazing! Are you able to fix the timing for the level start animations? I think that if you found a way to fix that (I assume changing the animation's speed would be easier than altering the time between "Ready" and "Go"), it'd be PERFECT.
     
  15. SF94

    SF94

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    Although the scales may be a little off since they weren't the same size (I don't have the original Unleashed model; this was ripped out of a Gmod addon), it seems you are correct (link). (Edit: Unleashed Sonic is the textured on on the right; it's the shorter one) Ignoring the polygon count, I find the changes to be very minor to the model itself... although the polygon count in itself doesn't seem to be very major either. The shoes and hands are the only noticeable difference in terms of polygon count. Of course, there are some differences between the muzzles (in expression), but that's apparent by just looking at it ingame. But who knows; this may be a cutscene specific Unleashed model I have here.
     
  16. Aerosol

    Aerosol

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    Sonic (?): Coming summer of 2055...?
    Wait. Which is the Unleashed model and which is the Generations model? Dario FF's post was kinda vague...
     
  17. Twilightzoney

    Twilightzoney

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    That is a the Cutscene model used both in Generations and Unleashed. Only real big deal is it has more edge loops pretty much. The original Unleashed model is 19k while Generations is about 16k. And the Cutscene model including all the morphers is around 80k or so.
     
  18. SF94

    SF94

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    Oh derp. The one on the right in my screenshot is the Unleashed Sonic. He's shorter and what not in Unleashed.

    Ah, I see. Interesting.
     
  19. Dude

    Dude

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    For those of you who don't know what settings to use in your havok exporter, I've uploaded the following templates:

    http://x-hax.cultnet.net/HavokConfigurations.7z

    You will need to change the export path in the 'write platform' filter. The rest is good to go though. There are two templates: level export and animation export.
     
  20. Polygon Jim

    Polygon Jim

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    All the bitches.
    [​IMG]


    So I'm going to go with no? I just imported them at perfect scale and they match up perfectly in shape. In that picture I have both models overlayed, and you wouldn't even be able to tell if I bothered texturing both. The only change is they removed some edgeloops from a few places.