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Sonic Generations Hacking (and More!)

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

  1. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    Eh, ok, I'll cave in and download the student version from autodesk then. :v: I'll only cause troubles by having max 2009.
     
  2. Which is why I used them as reflection maps xD
     
  3. Azu

    Azu

    I must be stupid. Member
    Reflection maps have _ref at the end.
     
  4. I know that, but these seem to work well as reflections.
     
  5. Twilightzoney

    Twilightzoney

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    Unleashed and Generations Stuff and Custom Works

    Its bound to be something thats used for the Hedgehog Engine since when I tried exporting them as anything set for Havok it gave sonic a red hue for some odd reason. But heres the funny thing, they use the same type of texture in Sonic Colors if you people recall correctly. So what then? I'm not too sure.
     
  6. JaxTH

    JaxTH

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    Jack shit.
    From #retro since Pyrii is in Pending Member Status:

    <JaxTH> Pyrii, you still there? :p
    <Pyrii> Decided to fire up Gens and watch some cutscenes, I'm right in what the _fal textures are
    <Pyrii> Yeah
    <JaxTH> I can just relay the message for youy if you want
    <Pyrii> They're Fresnel Ambient Lighting maps
    <Pyrii> They use a fresnel falloff shader like you see in CGI of blood cells to give highlights around the edges
    <Pyrii> They give highlight detail to sonic's spines when backdropped against the rest of his body
    <Pyrii> SO you need to apply it as a fresnel shader map
    <Pyrii> http://www.google.co.uk/search?q=fresnel+shader&hl=en&client=firefox-a&hs=4U4&rls=org.mozilla:en-GB:official&prmd=imvns&tbm=isch&tbo=u&source=univ&sa=X&ei=fa3TTpy4L8bZ8QOGovCjBg&sqi=2&ved=0CEMQsAQ&biw=1326&bih=814

    Screenshots:
    http://steamcommunity.com/id/pyrii/screenshot/596954956142750463
    http://steamcommunity.com/id/pyrii/screenshot/596954956142744398/?
    http://steamcommunity.com/id/pyrii/screenshot/596954956142739617/?
     
  7. darkspines35

    darkspines35

    It's Easy Actually. No, seriously. Tech Member
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    That would be because the models are super tiny. The importer scales the Root bone by 36, just comment out the scale [36.0,36.0,36.0] (I think this is what it is) and there's no more scaling. And you'll need to comment out the rotate (angleaxis 90 [1,0,0]) thing too. It rotates them so Z is up and down, which is not how the models actually are.
     
  8. Twilightzoney

    Twilightzoney

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    Unleashed and Generations Stuff and Custom Works
    Oh good, I thought that's just how it was scaled like for the skeleton itself for the hkx file for it. Since I kept using that as reference and had to get the model back rotated back to normal. But everything seems to work for the animations, so they don't get all deformed just have to get them close to the skeleton ref. At least they work at least, if only it support morph targets I'd be a happy man.

    Also their animation style is very funny when the camera is not on them while it is on something else. Goes to show you don't have to be extremely detailed in animating to get something across.

    I'll try that out later today though hopefully that will work.
     
  9. Azu

    Azu

    I must be stupid. Member

    So, they're basically falloff-like maps. I guess we were on the right track about them being "falloff" textures. Well now we know, although I'm not sure what this will accomplish. :v:
     
  10. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    Oh that would explain the importer/exporter problems I was having when trying to make my own models into the editor, but using generations models straight from the importer would work fine, even when using the same coordinates in Max. When exporting to ogre, the mesh has no information of the scale or rotation applied by Max unless I use the .scene file instead.

    Anyway, thanks for pointing that out, now I can have some more fun with that. :eng101:

    Also, I got saving to XML from the editor working. No MultiSetParam support for saving yet though, but it is in for loading. When it's working, I'll draw a retro logo with rings. :v:
    [​IMG]

    Notice the modified spring and how it fits exactly with the editor.

    Any non-supported objects are left untouched, and any objects with the same ID and type will be replaced with the new parameters. I've got to add the ability of creating and deleting them though.
     
  11. Azu

    Azu

    I must be stupid. Member
    You're like the MainMemory of Sonic Generations with is SADX LVL tool :v: .
     
  12. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    MainMemory is a pro. I'm just a coding monkey modifying XML files. :v:
     
  13. Azu

    Azu

    I must be stupid. Member
    More than I can do, in my eyes, you're a pro.
     
  14. MainMemory

    MainMemory

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    If this supports rotation with the mouse, it's better than SADXLVL.
     
  15. JaxTH

    JaxTH

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    And another from Pyrii:

    <Pyrii> I was planning on working on an XNA/C# display/level editor tool with the work being done on translating the .model files so I'd appreciate some specs of what they know so far
     
  16. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    Does he mean a level object layout editor like what I'm doing, or a raw level editor as in, the actual geometry?
     
  17. Azu

    Azu

    I must be stupid. Member
    She might mean a level editor. I've though she as a member already. If does mean an actual level editor, than she might have to wait until the the importer can read the .terrain-model files.
     
  18. MainMemory

    MainMemory

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    Whatever you guys do will probably be better than anything I can come up with, but I'm willing to help if needed.
     
  19. Twilightzoney

    Twilightzoney

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    Unleashed and Generations Stuff and Custom Works
    Wouldn't that be tough, since .model deals with physics and breakable parts. While the terrain-models are static, and seems like everything is hardcoded.

    Like I tried replacing files from Unleashed to Generations, levels that is. And I found that even though the mesh is replaced the collision is still there. Then I saw that there was HKX files that were for the stage and some showed things of bare bones basic models of the levels.

    [​IMG]

    But by all means if you guys can end up doing that making your own levels and what not. That be amazing feat for sure. I would just love to see an Unleashed stage but ported to Generations in some way.
     
  20. Azu

    Azu

    I must be stupid. Member
    In that case, is it possible to add some sort of sort/listing your archive editor. Sort by type, show by list, something like that.