No, I didn't know. Sorry, no offense intended. I haven't looked at anything AR/ARL related before, but as I said, I've stumbled across a relevant loading routine in my disassembly of Sonic Generations. For some reason, I've been under the impression that AR files were compressed and I was quite surprised to find out now that they aren't. That should tell you how ignorant I was of the format. Anyway, I've just tried GenArcEd and it's a handy tool. I've just had an idea for a tiny little mod that'll require its help...
I just updated Generations Archive Editor so now it should look for an ARL file to determine the maximum number of AR.?? files to load.
And I've just used it for creating my very first mod: Logo Removal It does exactly what it says, remove the game's startup logos. I got sick of seeing them after restarting the game for the thousandth time.
I was wondering about ways to make the spin-dash work with 3D environments. (As Classic Sonic.) So far, I have two rough ideas about where to look for the solution. 1:Investigate into the way that the Spike Wisp has been made to work in 3D. (Suggested by another user a couple pages ago.) 2:Look for a file that defines the spin-dash and it's relation to camera angles. The problem with the latter idea is that I don't really know where the file in question is, if it even exists as a separate file instead of being hard-coded. Still, it would be nice if the spin-dash was fixed in 3D. (In case Classic Sonic is in a 3D level, especially if we are doing an act swap between Classic Sonic and Modern Sonic's levels.)
Is there an updated version of the script? I can't seem to import the Egg Dragoon. It errors out. Unable to Convert: undefined to type: Interger64 enm_bne_eggdragoon_top.model enm_bne_eggdragoon_under.model enm_bne_eggdragoon_baria_under.model enm_bne_eggdragoon_brk.model enm_bne_eggdragoon_drill.model These are the files I've tried.
I don't know if this was already mentioned on here, but I don't really have time to check out all of these pages... How can I edit Modern Sonic's animations?
1. Make sure you have Autodesk 3D Studio Max or Autodesk Maya 9-2011 (better to have Max or both, you'll see why). 2. Download the Havok Content Tools 2.0 2011 release. 3. Install said tools. 4. Use the model importer script to import the Sonic model into Max. 5. OPTIONAL: Export and import the Sonic Model into Maya if you want to animate with that. (If I recall correctly, with an FBX export/import you can set the co-ordinates to Y-Up or Z-Up; correct me if I'm wrong. If you can, export as Y-Up unless you manually fixed this). 6. Animate. 7. Use the Havok content tools to export by using the "Create Skeletons" filter, then "Create Animations" filter, and then the "Prune Types" filter and only check off everything for animation. 8. Make a write to platform filter so you can actually save it out; make it a packvile, and a windows (MSVC) .hkx file. Done. Enjoy.
I know this was mentioned before my several other members here but did anyone yet figure out how to change the view distance? because I can't stand playing under 15fps or any other person who has a low-range PC which CAN play Sonic generations (Any XML file or anything like that)
Could making the spindash work in 3D lay in "#SonicActionCommon.ar.00\ef_ch_sps_yh1_spinattack.gte.xml"? Looking through it, it looks like it may be mostly graphical stuff. Has anyone messed with it? I'm going to poke around and see if I can make anything happen. Edit: It's all emitters and such. Nevermind this post.
Could you make the level start in 2D mode then switch immediately to 3D? Wouldn't that stop the game from crashing when trying to spindash before hand?
You have to actually spindash in the 2D section for it to not crash, IIRC. I believe it crashes because it doesn't have a direction set in which to go. Once you've spindashed in 2D, it sets your direction and it can be "used".
But you're stucking spindashing in that direction so...that's not a fix. What would be a fix is having the game continuously set your spindash direction to the direction you're facing. But good luck disassembling the entire game, or monitoring the whole damn thing's ram usage while playing the game to find the correct bytes to change
I got all the way until Step 4. Which I am not aware of an "Importer script". All I have are a bunch of UV-ANIM files of Sonic. Did I unpack the wrong Sonic file?
Probably referring to this: Model Importer script, it needs to be updated some time though... Also trying to finally figure out how the skeletons/bones work thanks to a lot of help from Darkspines and Link, not done yet but getting much more closer than I was before:
Was about to post saying the same thing. Not sure how well the whole arm stretch thing would work though.
Best I can think of is Wario, in all his greed, ends up swiping something from a voodoo guy, and the guy curses Wario by making him rubbery. Hey, if he can get sucked into a music box, anything's possible.