The main issue with getting levels from Sonic Colors is that they probably won't have their specular and bump maps placed.
No one really, lol. Since this is 2D.5, are there plans for at leave 3D camera views? Like a 3D cinematic camera?
No, its not just you. I thought I sent that message but I apparently never did; Damezian's tool is pretty darn unstable and unfortunately completely ignores scale value exporting, which believe it or not the Generations animations use a lot of, squash and stretch animation being a big thing for them. The Havok Preview tool can read the animations just fine, but any tool using the SDK to convert/export the animations falls flat on its own face, which just sucks. There have been attempts to make a fully functioning exporter but so far they're just unstable af (in some ways worse than Damezian's tool) and STILL don't support scaling; Damezian's tool outright ignores scale values whereas this tool just has horrendously broken ones. Kinda explains the scaling issue with the model I sent you actually (it being micro sized). It sucks, but thats how it is right now :/ as for how Damezian got Classic to work fine in Egg Engine, I actually used the assets he made for that in unity for my UE4 import and scaled the player model up like he did. Its a really hackjob method for UE3 and 4 but it works, even better for Unity, so... :s Edit: oh right did I mention the keyframe skipping? :'D
Do you have any Modern Sonic assets? Even the Sonic Colors model will do atm. Anything to have functioning animations.
Considering how the Sonic Worlds engine tried to replicate the gameplay of the Genesis games, I'm surprised you didn't initially try to take the Classic Sonic animations from Generations instead of the Modern Sonic animations.
I'm totally fine having an experience that looks like modern sonic, sounds like modern sonic, smells like modern sonic, but controls like classic sonic. (Speaking of which those classic jump sounds have to go if you're using the modern aesthetic. The disconnect is too much )
Loving this to death so far. Watching progress of it like a hawk. Eh, I'd say it's more the choice of the "bwoop" rather than the actual idea of the sound. Generations' classic jump is.. uhh, weird to say the least. Another "bwoop" from another game would be great to me, as long as we never go to the "thok" of the current games. Blegh.
I started getting sick of it so I took a break. I am trying to incorporate 3D movement though... I have it done in theory and a few prototypes have gotten really close but I'm having some issues in terms of camera and player rotation. Also, 3D sonic movement does NOT lend itself to having a deceleration factor like in the classic physics. That just doesnt work. Now I'm beginning to understand the directions ST took Sonic in 3D.
Always good to lay off so you can look at things later with fresh eyes :p Regarding 3D movement, what do you mean when you say classic movement doesn't work the same in 3D? Like, does the deceleration make your movement too slippery, too stop and go, something else? I'm intrigued. (I never knew why we never saw class physics just in 3 dimensions)
I'm guessing that's more of an issue with him turning/steering... maybe you could find a cheat method of making his steering acceleration different than his front-back? Probably not effective but Sad how some playstyles just /do not/ shift into 3D that well :/
Yeah, for 3d movement you're going to want your starting point to be as similar to Sonic Adventure as possible. Camera will be the biggest issue, since the camera-relative controls make the camera's perspective that much more important. Easing times will need to be finely-tweaked (too slow and players will fly off course or get slowed down but too quickly and you will disorient players who do not have that specific camera tween memorized), and you'll want to make sure that the camera positioning and rotation are set up so that the major 'routes' of the level are at the major controller positions (90 and 45 degree angles). Adventure Sonic decelerates very quickly, and has a very small turning radius. 3d Sonic absolutely necessitates a custom trigger layout in the level - attempts at having an entirely level-agnostic camera system *will* fail. There are a wide variety of things that can be experimented with, but as SEGA has shown with their attempts to constantly 'innovate' 3d sonic, it is best to build off of what is known to be good.
You could also implement a Lost World-style 'gear' system except with actual acceleration, as an optional thing. This is especially helpful for non-analog control setups such as keyboards, it would help immensely for regulating speed, Lost World just didn't do it right because there wasn't any proper momentum acceleration. And I'd say a mouse-based camera that's close to the player as a default (think Cloudbuilt) is probably ideal, but a more varied setup is better for controllers.