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The Official Sonic Generations Mods Topic

Pc Mods Mawdsy Mawds MAWDS Steam retro Generations

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#1481 Metalmario20

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Posted 28 May 2012 - 01:13 AM

Anyone know if it's possible to make it so you have an unlimited/ large supply of skateboards from the 'board master' skill?

It's a neat skill but nearly everything makes you lose the board and you only get one.

You extract #sonicclassic.ar.00 from bb3.cpk. Then open it with Generations Archive Editor by MainMemory on Sonic Retro. Extract SonicClassic.prm.xml and open it with XML Notepad (free download from Microsoft) and find General/Skill/Board or something like that and change its value to 999.

#1482 Emcitement

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Posted 28 May 2012 - 05:49 PM

You extract #sonicclassic.ar.00 from bb3.cpk. Then open it with Generations Archive Editor by MainMemory on Sonic Retro. Extract SonicClassic.prm.xml and open it with XML Notepad (free download from Microsoft) and find General/Skill/Board or something like that and change its value to 999.

Thanks a lot! I really appreciate it.
Worked perfectly Posted Image Posted Image Posted Image

Do you know how I could change it so it only takes 0/10 points to equip the skill?
I looked through the same file for something relating to it but didn't see anything.

Edited by Emcitement, 28 May 2012 - 05:56 PM.


#1483 Jin Hakumen Kisaragi

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Posted 28 May 2012 - 06:11 PM

Thanks a lot! I really appreciate it.
Worked perfectly Posted Image Posted Image Posted Image

Do you know how I could change it so it only takes 0/10 points to equip the skill?
I looked through the same file for something relating to it but didn't see anything.


Just use a trainer to add whatever skills you like.

EDIT: Or use Cheat Engine.

Edited by The True BlackHawk, 28 May 2012 - 06:12 PM.


#1484 Sky The Destroyer

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Posted 28 May 2012 - 08:14 PM

Sonic's in the spotlight!

http://cloud.steampo...DCFB3F1B31917E/

#1485 Komodin

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Posted 28 May 2012 - 08:19 PM

Sonic's in the spotlight!

http://cloud.steampo...DCFB3F1B31917E/


Hm, looking at this, I can't help but feel that the White Space would've been so much better if it was 3D. Not to say that it's bad as is, but it ain't exactly the best hub world the series has had.

#1486 Jin Hakumen Kisaragi

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Posted 28 May 2012 - 08:21 PM

Sonic's in the spotlight!

http://cloud.steampo...DCFB3F1B31917E/


I presume this is hard to control. Especially when jumping on names.

#1487 Sky The Destroyer

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Posted 29 May 2012 - 01:56 AM

Here's the download to the 3D White Space mod that I just showed. You have to go on the jump board that's on the Green Hill mission area to switch. What's interesting about this is that Classic Sonic's spindash is somewhat correct! You can spindash in both directions in 3D perfectly.

http://www.mediafire...i2eeqmq3kkf7fmv

This is set up for the CPKRedir mod.

Edited by Sky The Destroyer, 29 May 2012 - 02:04 AM.


#1488 Eternal Xtreme

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Posted 29 May 2012 - 02:37 AM

No youtube video? I wish I had a decent computer to mod with. :(

#1489 Joe T.E.

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Posted 29 May 2012 - 03:00 AM

I presume this is hard to control. Especially when jumping on names.

I just tried it out. It is hard to control in general. Jumping on names isn't too bad. The worst part is falling off the sides, since it makes you float around a lot in a way that makes it hard (and sometimes impossible) to get back onto the ground.

Here's the download to the 3D White Space mod that I just showed. You have to go on the jump board that's on the Green Hill mission area to switch. What's interesting about this is that Classic Sonic's spindash is somewhat correct! You can spindash in both directions in 3D perfectly.

http://www.mediafire...i2eeqmq3kkf7fmv

This is set up for the CPKRedir mod.

It's a pretty neat idea. Now I want to learn how to modify levels in SonicGlvl (so that I can add invisible walls around the edges of the White Space's ground.)

No youtube video? I wish I had a decent computer to mod with. Posted Image

Not exactly a video, but I got managed to find some good screenshot opportunities.
Posted Image
Super Sonic and Super Shadow don't seem to like the text on the screen.

Posted Image
Classic Super Sonic doesn't seem to like the text blocking our view of Metal Sonic.

#1490 Zeo

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Posted 29 May 2012 - 06:14 AM

I uploaded a video of the 3D Hub. It's not the best, but... yeah.
I'm not sure what causes it, but near the end of the video, you'll notice the gravity isn't pleasant.

Edited by Zeo, 29 May 2012 - 06:16 AM.


#1491 Dudeman

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Posted 29 May 2012 - 07:50 AM

I might as well post this here because my Retro account never got activated.

Is there ever going to be a mod anytime that fixes some of the PC port's bugs? The walljump, the upside down thing in Speed Highway, the buggy light dash, Rouge's mission etc. I also read somewhere that it's possible to optimize the stages.

Edited by Dudeman, 29 May 2012 - 07:56 AM.


#1492 Sky The Destroyer

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Posted 29 May 2012 - 01:03 PM

I uploaded a video of the 3D Hub. It's not the best, but... yeah.
I'm not sure what causes it, but near the end of the video, you'll notice the gravity isn't pleasant.

I just tried it out. It is hard to control in general. Jumping on names isn't too bad. The worst part is falling off the sides, since it makes you float around a lot in a way that makes it hard (and sometimes impossible) to get back onto the ground.


Sorry about that. I added a negative gravity object that would normally throw you back up to the hub if you fell off, but it seems to be malfunctioning at random times. I added it so you wouldn't have to exit to the title and re-enter the hub. If someone can figure out why it's not working like it's suppose to, I would appreciate it.

Here's an update that does not have the negative gravity object that protects you from falling off, but beware, every time you fall off, you're going to have to go back to the title screen and re-enter the hub: http://www.mediafire...domv6y6ebudezif

(Someone feed this update to Retro Posted Image)

I might as well post this here because my Retro account never got activated.

Is there ever going to be a mod anytime that fixes some of the PC port's bugs? The walljump, the upside down thing in Speed Highway, the buggy light dash, Rouge's mission etc. I also read somewhere that it's possible to optimize the stages.


Here's a fix to the wall jumping glitch. It's just a simple modification to the #Sonic.ar.00 file (ready for use in CPKRedir also): http://www.mediafire...fdog2gr5pcdzb1x

As for the other bugs, I'm not sure if the Speed Highway one can be fixed. I think Retro tried to fix it already to no avail. I've had no issues with the light dash or Rouge's mission.

#1493 Tobbii

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Posted 29 May 2012 - 01:05 PM

So, does this mean we might be able to create our own World Map in 3D?

...Because I'm kind of into that idea.

#1494 Dudeman

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Posted 29 May 2012 - 01:21 PM

It should be, in theory. The White World is just a regular stage. I know the Unleashed levels will have a hub, which I think I read will be in 3D.

Here's a fix to the wall jumping glitch. It's just a simple modification to the #Sonic.ar.00 file (ready for use in CPKRedir also): http://www.mediafire...fdog2gr5pcdzb1x

So this also fixes the wall jump in the Eggman boss battle? Nevertheless, thanks. It would be handy to have an one-in-all bugfix patch or something similiar, but I suppose I'll have to wait until they get fixed.

As for the other bugs, I'm not sure if the Speed Highway one can be fixed. I think Retro tried to fix it already to no avail. I've had no issues with the light dash or Rouge's mission.

Rouge's mission is weird for me, it used to crash a lot until I uninstalled it, updated my drivers and installed it again. The buggy light dash is rather inconsistent; sometimes it works perfectly (most of Action Master, Speed Highway) while other times it refuses to work (Chemical Plant's shortcut). According to Google, I'm not the only one with that problem.

Edited by Dudeman, 29 May 2012 - 01:43 PM.


#1495 Jin Hakumen Kisaragi

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Posted 29 May 2012 - 03:57 PM

Here's a fix to the wall jumping glitch. It's just a simple modification to the #Sonic.ar.00 file (ready for use in CPKRedir also): http://www.mediafire...fdog2gr5pcdzb1x


Wall jumping glitch...?
I've never had any trouble walljumping...

#1496 Dario ff

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Posted 29 May 2012 - 04:47 PM

SonicGLvl v0.5.3 Update:
http://forums.sonicr...ndpost&p=689676

Includes a lot of fixes to the .model writer(particularly the bone weights problem you were having), new model importer script, new feature to export .model to a COLLADA file, fixed the GIA Processing, and some other changes.

Edited by Dario ff, 29 May 2012 - 04:47 PM.


#1497 ezodagrom

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Posted 29 May 2012 - 05:05 PM

Wall jumping glitch...?
I've never had any trouble walljumping...


Basically this:



In the video, first it's shown how the wall jump works in the PC version, and then it shows how it works after a modification in the parameter file (which is how the wall jump was supposed to be).

Edited by ezodagrom, 29 May 2012 - 05:30 PM.


#1498 Dudeman

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Posted 29 May 2012 - 05:25 PM

Yeah, if you keep holding the direction button you'll stick to the wall.

Obviously not intended.

Edited by Dudeman, 29 May 2012 - 05:26 PM.


#1499 ezodagrom

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Posted 29 May 2012 - 05:29 PM

So this also fixes the wall jump in the Eggman boss battle? Nevertheless, thanks. It would be handy to have an one-in-all bugfix patch or something similiar, but I suppose I'll have to wait until they get fixed.

That should only fix the wall jump in stages, here's a modification to that fix so it includes both the normal stages and the Egg Dragoon wall jump:
http://www.mediafire.com/?6vk78aobmzzavyn

Edited by ezodagrom, 29 May 2012 - 05:30 PM.


#1500 SuperRiderTH

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Posted 29 May 2012 - 05:43 PM

I exported the model of Sonic using SGLvl... I'm not sure it is supposed to do this... XDPosted Image

Edited by SuperRiderTH, 29 May 2012 - 05:44 PM.






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