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Sonic Unleashed Generations Mod Project


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#61 Bort

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Posted 03 June 2013 - 09:40 AM

i'm just gonna throw some more things i've found out there. like the visible red in empire city i mentioned before, i actually did see the red in arid sands in the pic below. it was more pronounced on another try, but i didn't cap it fast enough. also in arid sands is a very noticeable clifftop that disappears for about half a second at the second picture, then reappears once the pulley lifts you back up.  odd, quick, but very noticeable. there's a more extreme example of this in windmill isle at the checkpoint just before the long rail section - VERY noticeable there.

 

when i was messing around with the files, i managed to accidentally the whole game, and it was glorious. i even got to experience my own Generations Project moment in CTE. posted a few images form that as well. i especially enjoyed the amazing technicolor truck.

 

i think the sky intensity scale should be put back to 1, since that's what it was in the original game (subtle difference, but noticeable), though that's not a big deal, either.

 

EDIT: deleted wall of text pertaining to camera info AGAIN. also found an easily repeatable oversight in dragon road, with the spinning platforms (next to last pic below). you can usually enter the wall in the picture, and can only leave by passing through a similar spot on the lower step's wall. one other smaller thing is at the begining of the tutorial stage, the seam of the skybox is directly in front of you on display (final pic). simply flipping it might be a good idea, or to a side. similarly, you can spot the seam here and there in other stages too, even if only once or twice. the fact that the sun isn't lined up with the shadow direction in rooftop run is also not a big deal, but again has to do with the skybox orientation.

 

i also noticed that the mountaintop terrain in windmill isle 2, during the long run down down the lane after the first rail section, are visible some time before the mountains themselves, and looks odd. i don't have a pic, but it's easy enough to see when playing.

 

i think. maybe a few angles in some existing cams could still be adjusted slightly in a later update, like rooftop run's clocktower springs, to help mask the flat field sprawl not being there yet (or maybe pulling back a little on the descent for the same reason). or earlier on when you first get launched after the quickstep alley bit to help hide the fact that the sky is below the buildings.

 

i think i've wall-of-texted enough, so i'm likely going to go into hiding for now (for real). if you're interested in the Unboost mod, it should be available now. and, if it seems like all i do is complain or notpick, i'm not really too upset.  most of what i have nagged on is easy enough in the right hands, anyway, and i've just messed around and done various things for myself, anyay.

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Edited by Bort, 22 January 2014 - 09:12 AM.


#62 Bort

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Posted 10 June 2013 - 09:16 PM

https://mega.co.nz/#!LR0i2SrS!JAXbDiixwPpcg1WRo1Saun_bktB2-6BbQ9J82P4pq18

 

Unleashed Project alternative music option - no boost FX music as modern Sonic mod.

 

so, you guys remember when i mentioned about being able to theoretically make an edit for the Unleashed Project without the boost FX tracks?  well, i did it, and it works fine, although as a mod, it doesn't play well with GMI's priorities for some reason, so i might have to just have it as a a copy-paste job, but i'll have enough info for it to make sense. with the files in the right places, zero hassles.

 

this also means it's totally doable for sonic generations, though it would take more time.

 

similar to what i did for the stages before to get around copying/pasting them all the time if i switched between them (to prevent the infinite loading), i figure'd i'd make a custom version of the SNG22_ADD cpk, since it only streams a single track.  then, i simply pointed the stage.stg xml to the tracks i'd overwritten, and that's it.  there's a little more in the included Readme on what to do.

 

EDIT:i made this a separate post to act as a bump, since i added the link much later to the existing post and i figure'd there are people who are interested in this that have already moved on from the topic. i doubt anyone'd really be upset by that, but it's the reason for the bump.


Edited by darkmelee, 22 June 2013 - 05:57 AM.


#63 Cyalume

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Posted 30 June 2013 - 12:40 AM

2lb7ly.jpg

Everything is blurry for me. The mod, FX shaders, and FX pipeline renderer are enabled, currently using the altered exe for the pipeline option. (SonicGenerations.fxpipeline.exe)

mbmqug.jpg



#64 Bort

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Posted 30 June 2013 - 06:12 AM


Everything is blurry for me. The mod, FX shaders, and FX pipeline renderer are enabled, currently using the altered exe for the pipeline option. (SonicGenerations.fxpipeline.exe)

 

 

i've seen pics like this from people who use radeon cards and force things like SSAA and such, alongside other AA or enhancement options using forcewares of some kind.

 

it would be good to see what's enabled if you have anything, and scale it back if possible.

 

if you aren't using any sort of graphical tweaks, then i can't say for sure, but it's something i've seen often enough. the HUD looks pretty clean though.



#65 Cyalume

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Posted 30 June 2013 - 04:49 PM

son8ra.jpg
2rr9ee8.jpg


No dice. Even with everything dialed back in Catalyst, the in game picture is still very blurry. The only solution I've found thus far is to disable both the pipeline and pipeline shaders. You can see my settings in the pictures above.



#66 Bort

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Posted 30 June 2013 - 09:32 PM

No dice. Even with everything dialed back in Catalyst, the in game picture is still very blurry. The only solution I've found thus far is to disable both the pipeline and pipeline shaders. You can see my settings in the pictures above.

 

i don't know what to say then. from what i've seen, it usually has to do with SSAA and FXAA, but i'm guessing now it jmust has to do with your GPU handling deferred rendering.



#67 SpikySprinter

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Posted 06 July 2013 - 05:23 AM

People, am I to assume that this awesome mod overrides the vanilla game, and that I'll have to make backup files? If so then no sweat, just wondrin.

#68 goku262002

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Posted 06 July 2013 - 05:43 AM

Yeah pretty much, even without this mod back up all your files before modding anything. god knows what could happen Gens. modding is still very much trial and error still.

#69 Bort

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Posted 07 July 2013 - 04:01 AM

People, am I to assume that this awesome mod overrides the vanilla game, and that I'll have to make backup files? If so then no sweat, just wondrin.

 

 

yeah, even though you have the option of creating a backup .exe, i suggest making your own copy beforehand and putting it out of the way. if you decide on modding yourself, which isn't really that hard to get into for little things, then i'd suggest unpacking all the bb files into their own folders for reference and easy copying.

 

when using this game, and enabling save redirection, you won't typically need to worry about the vanilla game files, but it's always good to have a default option to go back to if you screw something up.



#70 SpikySprinter

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Posted 07 July 2013 - 04:36 AM

Thanks guys! Now, on switching between mods. If I disable the Unleashed Project, does that delete my progress in the mod?

 

Edit: nevermind, closer inspection of the moddb page reveals that all progress is saved. 

 

Here's a new question. I have the GMI v1.1 on my computer, but it certainly doesn't have all of the options shown here 

8MRs4.png

 

Are these settings separate downloads?

 

EDIT!!: Dammit, another stupid question. The authors are all separate, which should answer my effing question, especially since the list includes a flipping Sonic 06 mod!


Edited by SpikySprinter, 08 July 2013 - 01:35 AM.


#71 goku262002

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Posted 10 December 2013 - 04:07 AM

Bump.

To compensate with this amazing mod, Twlightzoney ported the polygon-eating monster Unleashed Sonic model:




And a post from Twlightzoney:

Yes, finally that real character mod is done. Over 361 animation max files laying on my computer that I had to fix up. I'm glad to have it done this year at least.The biggest issue was figuring out how to get the timing correct on the animations which took this a long time.

Figuring out how things worked and getting some tools to make exporting much easier, since I didn't want to export animations by hand one by one had to look at the havok sdk to get a proper batch exporter to work and while the cutscene animations play at 60 fps the in-game animations play at 30fps so from 3ds max if you had a 40 frame animation the duration would be 1.6 for how long the animation will last but if its 80 it will be double that amount so the animation would be slower in-game.

So I had Dario come up with a little xml tool to find the place where it said about the duration and halve it and then using the sdk to recompile it into the .hkx format. I also figured out what type of compression you need to set for you animations so you don't have a huge hkx files when you export.

All you will need to do for this is just add a spline compression to the exporting. Just put the slider all the way to lossless and that will still give you a really small and compressed animation with no loss of quality.

Since this is all done I'll be working on other things. And seeing how people have been talking about 06 earlier and how bad it was, I figured you'll need a proper character mod for those old stages.

Spoiler


Oh yes, my Unleashed Sonic Mod has a few issues since the model uses its own skeleton and isn't rigged to Generations skeleton. So that means it won't work in cutscenes at all. I'm working on a update for later next year along with my other things I'm working on. I'm using an IK rig later to make these animations better, but for now this was done with just good old bones.

Without a replaced animation.

blUZu3c.jpg

With my redone animation.


So yeah enjoy this Awesome release!

#72 Amomynous

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Posted 11 December 2013 - 03:56 AM

It's a cool hack, I really like the extra effort put into this, the hub world is awesome, level design has some fixes in place. it has a neat cameo of Wentos, and the confetti feature from Rooftop Run has been co-opted to make falling snow for Holoska.

Never played it mind you, can't run Sonic Generations on this old machine D:



#73 goku262002

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Posted 11 December 2013 - 04:21 AM

DarioFF has given us insight on how his hacking developement went and built up some really interesting articles on ModDB.


All very interesting stuff for any potentional beginnging hacker from the father of Sonic Generations hacking:

I promised a bit after release of our mod that I'd post some technical articles detailing all the research that went into developing it. Well I'm fulfilling that promise only 8 months later. specialed.png

The first of three articles has went up already. Included on it is the release of my own HKX 360 to PC converter that was used for all the content. The next 2 articles are coming later after proof-reading, but they're done already. They're more aimed to a general public so most of this will look familiar to Retro already, since all of I explained there basically happened in this thread. The next article touches on something more interesting which is the level gimmick tricks for everything.


The second article is now up. This covers how the levels were developed, and breaks down the functionality of each gimmick that needed to be recreated. This one's MUCH longer than the last article. Hopefully it's a useful resource for other level modders as well.

Some of them are simple tricks, others are way more complicated. This is my favorite picture of the article to see what you can expect:

Spoiler


Along with it comes a little compilation of some oddities we found during development.


Final and third article is up. Much shorter read, it just covers some of the late research and how the White World was done. I hope the instructions in there give people a better idea on how to do stuff like GI Rendering and managing a custom stage properly. I also posted the 3D font rip for anyone doing custom signs.

Also a video that covers the revisions the White World went through:



#74 Bort

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Posted 08 January 2014 - 06:16 AM

is it just me or does the unleashed model stand a wee bit higher off the ground than the default sonic?  still freaking awesome though. only thing i've noticed that even slightly irks me is his hands seem to not line up on pulleys, though i think the pulleys in unleashed were thinner-handled.

 

EDIT: nevermind about floating, it's just the thick kicks. love the shoes.

 

there's a pic of the handle thing below, as well as a bug in rooftop run that i'm having for some reason. if anyone else has this problem with the hanging clothing objects, let me know. it may have been caused by the HD shadows hex, but i don't know for sure. they appear almost correctly in the proximity box, but bright and off colored when far away. this occurs no matter which scene effect i use.

Attached Files



#75 Bort

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Posted 23 January 2014 - 06:33 AM

sorry to double post, though this thread is pretty much dead anyway, but i'm currently trying to find a way to  bring sonic's trail aura from the demo version of generations into the final game, and if anyone knows of a simple way to enable that or reinject it somehow, i'd be interested to know, because it'd, uhh, just be pretty cool, actually.

 

for reference, in the demo version of sonic generations, sonic still has the blue trail following him when he balljumps and such, just like in unleashed. it'd be the perfect compliment to twilightzoney's mod (and also for my own complete unleashed sonic param recreation, which i need to actually completely redo because i tossed it on accident, though it won't take long).



#76 PSI Wind

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Posted 23 January 2014 - 03:04 PM

I remember talking to some modders about that, and they said it's next to impossible to port it IIRC.



#77 Bort

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Posted 25 January 2014 - 06:50 AM

well that's a bummer. i'm not gonna blindly wade through miles of hex just to get the jump trail function back with little to no idea what to do to where, so i'll write that off as unwinnable for now. i hopped around some of the scripts using an editor and didn't come across anything either. oh well. at least my small scale edits turned out okay.



#78 goku262002

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Posted 25 January 2014 - 06:55 AM

 

I remember talking to some modders about that, and they said it's next to impossible to port it IIRC.

 
How long ago was this Psi? because if it was more then a year ago I can try asking Twlightzoney or Dario if they had any breakthroughs.

#79 Voyant

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Posted 13 July 2014 - 01:53 AM

Sorry to bump a old tread like this, but I managed to run into a major problem when running this mod. I can only get to the menu screen in Sonic Generations. 

 

If I press New Game the games goes to the level loading screen and then eventually crashes. If I press continue then I get the forever loading screen that people are talking about. The level loading scree crash tells me me that its a Visual Run Time Error or something like that.

 

I tried practically everything and have only heard one mention of this from someone else but he/she was never replied to. What really weird is that other level modes work fine. Just not this mod.

 

Anyone have any idea what this is?



#80 t0ms0cialaNxiety

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Posted 13 July 2014 - 03:38 AM

The endless loading screen can be fixed by removing the Sound folder from inside the Unleashed Project mod folder, and then using the files from this endless loading fix. It's caused by a fault in the tool that SonicGMI is built over with modding over the music, and can't be fixed until the author returns.

 

No idea about what could be causing the New Game to be freezing, though. I imagine you haven't got any mods that modify the HUB or any levels (which even character mods like the Shadow one do) running at the same time as the mod, but it never hurts to check; see if the other mods have files for pam000 (the HUB) or anything like ghz100 (Classic Green Hill), and then place them in a lower priority in SonicGMI or disable entirely.

 

There's also that not enabling the save file redirection could be causing the problem if you load your regular Generations save and you were last in the Collection Room or beyond the Egg Dragoon boss gate, since the Unleashed Project HUB seals off those areas.






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