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The Official Sonic Generations Mods Topic

Pc Mods Mawdsy Mawds MAWDS Steam retro Generations

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#781 Joe T.E.

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Posted 02 March 2012 - 08:50 PM

Dario please don't make Super Sonic follow a set path, I want to actually play as him while boosting. Or, if you can, make it optional. Also, I put Blaze's model and skeleton to replace Super Sonic's in stages, it crashed =\.

I agree. I'm not the biggest fan of the set-path feature for Super Sonic. It's fun to be overpowered, but not by making boost a full-fledged easy mode...
I'd also love to figure out how to disable them in the normal stages (I tried removing the path strings in the Stage XML files, but they caused the game to crash...)

P.S. - I also tried getting the Blaze model over Super Sonic. In addition to changing the model, I tried to hex-edit the .model file to use different .material files so that the normal and "super" models would have different textures.
Thus far it seems that hex editing .model files for characters causes problems in general, as does replacing Super Sonic with anything besides the equivalent normal form Sonic...

#782 BandicootG

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Posted 02 March 2012 - 09:32 PM

P.S. - I also tried getting the Blaze model over Super Sonic. In addition to changing the model, I tried to hex-edit the .model file to use different .material files so that the normal and "super" models would have different textures.
Thus far it seems that hex editing .model files for characters causes problems in general, as does replacing Super Sonic with anything besides the equivalent normal form Sonic...

Damn, hopefully someone figures something out for Super model swaps soon. On another note, since customs animations are possible, I hope Someone makes ''Vector's Computer Room Adventure''. xD

#783 Dario ff

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Posted 02 March 2012 - 10:17 PM

I agree. I'm not the biggest fan of the set-path feature for Super Sonic. It's fun to be overpowered, but not by making boost a full-fledged easy mode...
I'd also love to figure out how to disable them in the normal stages (I tried removing the path strings in the Stage XML files, but they caused the game to crash...)

P.S. - I also tried getting the Blaze model over Super Sonic. In addition to changing the model, I tried to hex-edit the .model file to use different .material files so that the normal and "super" models would have different textures.
Thus far it seems that hex editing .model files for characters causes problems in general, as does replacing Super Sonic with anything besides the equivalent normal form Sonic...


Hex editting won't work that easy for some reasons.

1) You have to add padding to reach a 0x4 multiple address. Remember the string must be null terminated.
2) Well it won't work anyway because you need to fix all the offsets in various places in the file for it to work, particularly the offset table at the end as well. Your best bet is just to overwrite the .material file(only the .material file) and leave the name as it is.

#784 Dario ff

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Posted 03 March 2012 - 01:54 AM

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#785 PSI Aqua

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Posted 03 March 2012 - 02:21 AM

Oh yeah, an idea for a Metal Sonic mod. If we use him in Moderns gameplay, we can use his last attack as his boost, animation and all.

#786 Pony the hedgehog

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Posted 03 March 2012 - 03:25 AM

Oh yeah, an idea for a Metal Sonic mod. If we use him in Moderns gameplay, we can use his last attack as his boost, animation and all.

I could try to use his texture of boost and the animation, thank you for your idea.

Edited by Pony the hedgehog, 03 March 2012 - 03:25 AM.


#787 BoomBoomFP

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Posted 03 March 2012 - 05:55 AM

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My turn to custom animate!

Shadow's angry.
HUGE thanks to JoeTE for helping with exporting the animation (via Steam chat).

#788 PSI Aqua

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Posted 03 March 2012 - 02:59 PM

HAHAHAHA!
Perfect!

#789 Joe T.E.

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Posted 03 March 2012 - 03:29 PM

Hex editting won't work that easy for some reasons.

1) You have to add padding to reach a 0x4 multiple address. Remember the string must be null terminated.
2) Well it won't work anyway because you need to fix all the offsets in various places in the file for it to work, particularly the offset table at the end as well. Your best bet is just to overwrite the .material file(only the .material file) and leave the name as it is.

I'll keep that first one in mind if I ever have to change the file sizes.

To tell you the truth, all I edited were name references. And by editing name references, I mean replacing them with words using the exact same amount of letters. That did not change the size at all. I then hex edited the original materials to use different textures (Just like before, no file size changing), renamed the materials to the names used in the .model, and added the materials in.

And just right now, I tried placing the model over the normal Sonic model. It actually worked perfectly, and utilized the altered materials and textures like I wanted it to. It seems the problem had to do with using anything besides the Modern Super Sonic and Modern Sonic models for the Super Sonic skill.

(If you can't tell, the goal is to be able to import a copy of the model over Super Sonic AND have it use different textures from the normal model, so that model imports can do Super Transformations.)

Then again, seeing how well that hex editing worked, I've now got a nice idea for my Super Sonic model swap...

#790 Pony the hedgehog

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Posted 03 March 2012 - 05:02 PM

Hey guys, I have an idea. Should I make the Metal Sonic boss be super sonic?

#791 Winston

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Posted 03 March 2012 - 05:04 PM

Hey guys, I have an idea. Should I make the Metal Sonic boss be super sonic?


Metal Sonic GENERATIONS. Sure, that'd be pretty cool.

#792 Pony the hedgehog

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Posted 03 March 2012 - 05:10 PM

Metal Sonic GENERATIONS. Sure, that'd be pretty cool.


Well, that is what the Super Sonic boss is for.



#793 BoomBoomFP

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Posted 03 March 2012 - 11:33 PM

A follow up of my Shadow's Message.

I'm not currently importing animations into 3DS max yet, Just wanna learn a little bit more on how to animate.

#794 Winston

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Posted 03 March 2012 - 11:36 PM

A follow up of my Shadow's Message.

I'm not currently importing animations into 3DS max yet, Just wanna learn a little bit more on how to animate.


Wait, I think I just figured out what their di..never mind.

#795 SiLeNtDo0m

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Posted 04 March 2012 - 01:28 AM

You know, I'm surprised nobody (apart from twilightzoney as far as I can tell) has taken the time to properly make new animations. It would be really nice to see that Metal Sonic swap for example, with proper replacement animations for all his animations rather than just a bunch of the more main ones.

#796 Pony the hedgehog

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Posted 04 March 2012 - 01:47 AM

You know, I'm surprised nobody (apart from twilightzoney as far as I can tell) has taken the time to properly make new animations. It would be really nice to see that Metal Sonic swap for example, with proper replacement animations for all his animations rather than just a bunch of the more main ones.

That's what I plan to do, I've used 3DS Max for animating before.

Edited by Pony the hedgehog, 04 March 2012 - 01:48 AM.


#797 Polar Vec

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Posted 04 March 2012 - 02:20 AM

lol, those custom animations look cool but...do you know what would be epic? Shadow doing a "Fuck Yeah" pose at the result screen :P

You know, this one

Posted Image

#798 Joe T.E.

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Posted 04 March 2012 - 02:29 AM

Remember how I had "trouble" with hex editing the models? Well, it turns out that using non-Sonic models over Super Sonic was the only problem. Using a Hex Edited Non-Sonic model over Sonic's normal form worked properly. Likewise, using a hexed Super Sonic model over Super Sonic worked great too. As seen in the right half of this image (The left uses the Normal Sonic model, materials, and skeleton file.)
Posted Image

The best part is that it's the perfect segway into something I've wanted to do for a long time...

You know, I'm surprised nobody (apart from twilightzoney as far as I can tell) has taken the time to properly make new animations. It would be really nice to see that Metal Sonic swap for example, with proper replacement animations for all his animations rather than just a bunch of the more main ones.

I've edited a few of the actual animations from the game *coughSuperSilver'sSpinescough*. Not exactly proper new animations but they aren't bad.

Currently, I have plans to port Classic Super Sonic over Classic Sonic. The kicker? I will use NONE of already existing Super Sonic Animations, AND I will not use the skeleton file (Namehere.skl.hkx files).

Thus, custom (or edited) animations are a REQUIREMENT to make it look good. (P.S. - Even though Swapping in the Animations and Skeleton look good, it has the problem of making him too small due to the different scaling between forms.)

#799 BandicootG

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Posted 04 March 2012 - 03:14 AM

Well people, I have a crappy attempt at a running animation complete, I'll export it and upload a video tomorrow.

#800 BoomBoomFP

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Posted 04 March 2012 - 04:33 AM

You know, I'm surprised nobody (apart from twilightzoney as far as I can tell) has taken the time to properly make new animations. It would be really nice to see that Metal Sonic swap for example, with proper replacement animations for all his animations rather than just a bunch of the more main ones.

All the animations I've made up until now are just practice animations (since I never had 3D animating experience until now), after I've gotten the hang of it, I'll remake animations for my Silver mod, Shadow mod and Tails (yes, I'm planning to make a Tails with actual animations).





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