Yep. Like I said in AIM, lovely screenshots. The last lone looks like a wallpaper.=P I'm also working on something as well. Green Grove Not sure about how I'm going to model it. Would you prefer the checker style or something similar to the level? I'm thinking a mixture of mesh and terrain. Or maybe a forest style. Rusty Ruins If I do thus, this will be modeling using modular pieces.
Well, if you can get these out of Valve's Model Format and in to something UE3 can understand, here's the Garry's Mod Add-On file for Amy, Tails, and Sonic's models from Sonic Unleashed. http://www.letsvideogame.com/blaze/TEMP/unleashed.7z
Oh, that's easy. http://nemesis.thewavelength.net/index.php?c=205&o=60 This will convert the mdl to obj.
I know the Sonic Generations classic model is what everyone wants, but I'd be happy to donate a classic style model I made. It just needs to be rigged and textured.
I'm absolutely loving those Angel beams, very dynamic! Do you have any video capture software? I'd love to see that lighting and that Colors model in action. Also, Oh, yes, Rusty Ruins in fully rendered 3D please
http://www.megaupload.com/?d=AR8EWCWZ Sonic Colors for Sonic GDK Alpha release. Most, if not all animations have been replaced. Supersonic has his own animations except for his hang anim. I'm open to anyone helping with this and am happily willing to share resources if need be to get this done nicely.
Considering I don't have either of those files to overwrite... I'm guessing this isn't for the pre-compiled version? Because I have G:\SonicGDK5\UDKGame\Config G:\SonicGDK5\UDKGame\CookedPC G:\SonicGDK5\UDKGame\Localization G:\SonicGDK5\UDKGame\Logs G:\SonicGDK5\UDKGame\Movies G:\SonicGDK5\UDKGame\Splash But no G:\SonicGDK5\UDKGame\Content\
Rusty ruins would be easier. I can do either model a modular wall, or use textures on the BSP brush faces.
My god. These god-rays look totally awesome. I kinda like how Sonic looks in a realistic-like enviroment actually :E It makes it feel very much 2006-like, and from a visual standpoint, 2006 was very much awesome in the art direction to me...Even if the game was trash :P
You don't put this with the precompiled. You need to have the open version and the latest UDK installed. These folders are on the UDK side of things.
The important thing about these old 2006 AXSX test models is that there ground collision detection is pixel perfect accurate with the original green hill zone. porting is nearing completion. Hopefully this can be used as a tool to help fine-tune Sonic's physics for 2D gameplay.
How does the Splines works? Sonic always exits out facing towards the pink arrow. Is there a way to rotate that pink arrow? Link this picture, Sonic would always follow the blue line. Instead of heading straight out. I think it might be the controls. I'm always hold "W" when going through the spline. Somethings when I hold "D" he makes it out the spline path with out making that sharp 90° turn.
I've been trying to rig a Rainbow Dash model for the GDK, but I've discovered that I don't seem to be particularly good at rigging and skinning, even with CAT, which is kinda embarrassing. But at least I've managed to get an actual skeletal mesh into GDK. UDK just got about 20% cooler. Edit: Source for the original model. Edit2: Got a basic CAT-made walk cycle going in UDK, too! Baby steps.