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The Official Sonic 4 Mods Topic


goku262002

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Small update, been messing with the brightness of the textures, while at first it seemed nice, it would mess too much with white parts (for example, it made Moto Bug eyes grey instead of white), so I tried something else, instead of messing with the brightness I tried messing with the gamma, and these are the results:

1st picture is default PC texture, 2nd is iPad version texture with PC shiny effect, 3rd is just the iPad version texture, and 4th is the iPad version texture with the gamma lowered to 0.85.

Sonic:

Sonic-1.jpg

Super Sonic:

SuperSonic-1.jpg

Moto Bug:

MotoBug-1.jpg

Edited by ezodagrom
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Sonic's skin is no longer ghostly pale, and his blue looks far more like it should. Definitely a huge improvement of all those gamma-adjusted shots. For some reason, it's only the 360 version (and PC by default) that has the models looking for brightly lit. Really can't understand why.

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To repack you need to use the reimport shortcut, then select the script, select the AMB, and in the end select the file you want to reimport (if you want to repack multiple files, the tool will automatically reimport those other files as long as they're in the same folder as the one you selected).

About the textures, I've been trying a few things, I might do a 3rd pack, using the iPad version textures without the "shiny" effect (dunno what's the technical name for this, but that doesn't really matter), but I'm editing the textures to lower their brightness a bit.

Later today I'll post some pictures with the results.

Thanks, I was successfully able to seal nicolas cage in the background. >=D (this was only a test, btw lol)

10opiea.jpg

Edited by deadmaster
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Thanks, I was successfully able to seal nicolas cage in the background. >=D (this was only a test, btw lol)

10opiea.jpg

"Nicholas Cage? What is he talking abou-OH FUCKING HELL WHAT THE FUCK"

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It is done. biggrin.png

iPad version textures with PC version shiny effect - http://www.mediafire...tv41fs0bnqc7xyn

iPad version textures without the shiny effect - http://www.mediafire...3745otak9h8br7k

iPad version textures with Gamma lowered to 0.85 - http://www.mediafire...3msj3fvp93yju9u

Don't forget to backup the original texture files (listed below) before you try the packs. If you do forget to backup them, using the "verify integrity of game cache" steam functionality should recover the original files though.

Here are the pictures comparing the default PC version textures with each of the modded ones. First one is the default PC texture, second one is the iPad version texture with the PC version shiny effect, third one is just the iPad version texture, and fourth one is the iPad version texture with the gamma lowered to 0.85.

Sonic (G_COM/PLY/SON_TEX.AMB):

Sonic-1.jpg

Super Sonic (G_COM/PLY/SSON_TEX.AMB):

SuperSonic-1.jpg

Bubbles (G_COM/ENE/ENE_HARI_TEX.AMB...in the original iPad texture, the blue Bubbles holes were dark blue, so I edited them to purple):

http://i219.photobuc...d/Bubbles-1.jpg

Moto Bug (G_ZONE1/ENE/ENE_MOTORA_TEX.AMB):

http://i219.photobuc...d/MotoBug-1.jpg

Buzzer (G_ZONE1/ENE/ENE_STING_TEX.AMB):

http://i219.photobuc...od/Buzzer-1.jpg

Chopper (G_ZONE1/ENE/ENE_GABU_TEX.AMB):

http://i219.photobuc...d/Chopper-1.jpg

Newtron and Newtron rocket form (G_ZONE1/ENE/ENE_MEREON_TEX.AMB):

http://i219.photobuc...d/Newtron-1.jpg

http://i219.photobuc...ronRocket-1.jpg

Splash Hill Zone Boss (G_ZONE1/BOSS/BOSS01.AMB):

http://i219.photobuc...od/Boss01-1.jpg

http://i219.photobuc...s01Defeat-1.jpg

Crawl (G_ZONE2/ENE/ENE_GARDON_TEX.AMB):

http://i219.photobuc...Mod/Crawl-1.jpg

Batbot (G_ZONE2/ENE/ENE_HARO_TEX.AMB):

http://i219.photobuc...od/Batbot-1.jpg

Casino Street Zone Boss (G_ZONE2/BOSS/BOSS02.AMB):

http://i219.photobuc...od/Boss02-1.jpg

Burrobot (G_ZONE3/ENE/ENE_MOGU_TEX.AMB):

http://i219.photobuc...od/Burrobot.jpg

Jaws (G_ZONE3/ENE/ENE_BUKU_TEX.AMB...the shiny effect and non shiny effect pictures look identical because the effect doesn't work underwater):

http://i219.photobuc...%20Mod/Jaws.jpg

Orbinaut (G_ZONE3/ENE/ENE_UNIDES_TEX.AMB and ENE_UNIUNI_TEX.AMB...I didn't add the green Orbinaut, file UNIUNI, to the packs because the iPad version texture is exactly the same as the PC version texture):

http://i219.photobuc...od/Orbinaut.jpg

Lost Labyrinth Zone Boss (G_ZONE3/BOSS/BOSS03.AMB):

http://i219.photobuc...0Mod/Boss03.jpg

Asteron (G_ZONE4/ENE/ENE_T_STAR_TEX.AMB):

http://i219.photobuc...Mod/Asteron.jpg

Shellcracker (G_ZONE4/ENE/ENE_KANI_TEX.AMB):

http://i219.photobuc...hellcracker.jpg

Slicer (G_ZONE4/ENE/ENE_KAMA_TEX.AMB):

http://i219.photobuc...0Mod/Slicer.jpg

Mad Gear Zone Boss (G_ZONE4/BOSS/BOSS04.AMB):

http://i219.photobuc...0Mod/Boss04.jpg

http://i219.photobuc...EggCapSmall.jpg

http://i219.photobuc...d/EggCapBig.jpg

EGG Station Zone Boss (G_ZONEF/BOSS/BOSS05.AMB):

http://i219.photobuc...d/FinalBoss.jpg

Edited by ezodagrom
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First off, I want to say I'm impressed with the modding effort going on here. I'm really glad to see things happening. I was starting to think no one would ever make the leap.

Now down to business, I have a question about editing the texture files. I have successfully extracted the amb files, but I'm not sure what to do with the output. Is there a specific program I need, or maybe a plugin for Photoshop to edit the textures?

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First off, I want to say I'm impressed with the modding effort going on here. I'm really glad to see things happening. I was starting to think no one would ever make the leap.

Now down to business, I have a question about editing the texture files. I have successfully extracted the amb files, but I'm not sure what to do with the output. Is there a specific program I need, or maybe a plugin for Photoshop to edit the textures?

To open the DDS texture files I use irfanview and the plugin pack:

http://www.irfanview.com/

http://www.irfanview.com/plugins.htm

Then I save them either as BMP or TGA if I want to edit something (I convert to BMP if they use DXT1 compression, and to TGA if they use DXT5 compression), and I use PVRTexTool to convert them back to DDS.

http://www.imgtec.co...-pvrtextool.asp

To encode the textures back to DDS, the correct encoding options for Sonic 4 DDS files are under the DirectX 9 tab, in irfanview be sure to check the information of the DDS file (the blue icon with an "i" in the toolbar), check the compression that is being used, the PC version textures can either use DXT1 or DXT5 for compression, depending on the texture.

Some textures will show up as saying "Compression: None" (for example, the super sonic textures), when enconding those back to .DDS with the PVRTexTool, instead of DXT compression use ARGB 8888.

Anyway, I posted this at Sonic Retro, might as well post this here, small video comparing the default PC version textures with the Gamma edited iPad version textures.

First 45 seconds are showing the default PC version textures, the rest of the video is showing the iPad version textures that had their gamma edited to 0.85

While I like the results for the Gamma edited textures in both Sonic and Super Sonic, I'm not really satisfied with the results for most enemies and bosses, in the pictures in my previous post, to me the 2nd picture is too dark and the last is too bright, so I'm going to be messing around with the enemies and bosses textures, to try to find something that is not too bright or too dark.

Edited by ezodagrom
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Thanks for the info guys, but now I've run into another problem. I am using QuickBMS to pack the files, but when I try to repack I get an error:

signature of 4 bytes at offset 0x00000000 doesn't match the one expected by the script:

this one: "DDS "

expected; "#AMB"

0 files reimported in 0 seconds

All the files are the correct size, and It says it's in repack mode, so I'm not sure why it would expect amb files when I am trying to repack dds files.

Any ideas?

Also, I've been wondering where the texture for rolling Sonic is.There are two files I thought might be it, but they seem to be empty: Spintoon001.dds and toon001.dds

Edited by TheCongressman1
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Thanks for the info guys, but now I've run into another problem. I am using QuickBMS to pack the files, but when I try to repack I get an error:

All the files are the correct size, and It says it's in repack mode, so I'm not sure why it would expect amb files when I am trying to repack dds files.

Any ideas?

Also, I've been wondering where the texture for rolling Sonic is.There are two files I thought might be it, but they seem to be empty: Spintoon001.dds and toon001.dds

I think the rolling texture is the Sonic's body texture.

About the toon files, the default PC version toon files were 64x64 squares with 3 shades of grey and they were responsible for the "shiny" effect.

About the repacking error, most likely you're selecting the files in the wrong order, it goes script -> AMB -> textures.

Edited by ezodagrom
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About the repacking error, most likely you're selecting the files in the wrong order, it goes script -> AMB -> textures.

That was exactly the problem. I've got it now. Thanks for putting up with me, this is my first real mod job.

I think the rolling texture is the Sonic's body texture.

Ah, I see.

I'm wondering if there is a way to swap Sonic's jump animation for his roll animation yet.

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That was exactly the problem. I've got it now. Thanks for putting up with me, this is my first real mod job.

Ah, I see.

I'm wondering if there is a way to swap Sonic's jump animation for his roll animation yet.

Just found out that there's a few spin textures in the EFF_CMN_TEX.AMB that is inside the EFF_CMN.AMB from the G_COM/EFF folder, but those are just effects textures.

About the animations, they're possibly inside the G_COM/PLY/SON_MTN.AMB file, but the animation files use the ZNM extension (that is, if they're really the animation files), I have no idea how those can be edited.

Edited by ezodagrom
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Just found out that there's a few spin textures in the EFF_CMN_TEX.AMB that is inside the EFF_CMN.AMB from the G_COM/EFF folder, but those are just effects textures.

About the animations, they're inside the G_COM/PLY/SON_MTN.AMB file, but the animation files use the ZNM extension, I have no idea how those can be edited.

Yeah most of the spin textures are there (i had a pretty deep dig when making the shadow mod) but i still cant find the blue H.A stream thing

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ezodagrom, (or anyone else who might know), is there any way to get those iPad textures onto the iPod Touch version? I've replaced the files (I've jailbroke my iPod Touch) and it just freezes up. I'm not sure what to do.

Edited by Sky The Destroyer
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ezodagrom, (or anyone else who might know), is there any way to get those iPad textures onto the iPod Touch version? I've replaced the files (I've jailbroke my iPod Touch) and it just freezes up. I'm not sure what to do.

While both the PC version and iPad version textures were both inside AMB files, the textures themselves are DDS files for the PC and PVR files for the iPad. I had to convert the iPad textures from PVR to DDS for them to be usable in the PC version.

The iPod Touch version most likely uses either PVR or even another file type, but I doubt you could just copy the iPad version textures to the iPod Touch, most likely the iPod Touch textures are smaller than the other versions.

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Something that might be of intrest to some,

I recently took a look at SON_MDL.AMB & SON_MTN.AMB.

these are sonic's model and animations files, when extracted the models are in ZNO format and animations are in ZNM.

These are both firewall safety files that are acctually just other file extensions re-named, if anyone finds out what they are, be sure to let us know!

EDIT: I ment to ask, does anybody know where the HA after trail is?

Edited by hellofahedgehog
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@hellofanhedgehog: If I'm not mistaken the trail texture is in the EFF_CMN.AMB file, but its colour is most likely handled by a different file, no idea which file and how it can be edited though.

Anyway, about bosses and enemies textures, I wasn't sure if I should remove the "shiny" shading textures from the bosses, in the end I kept those shading textures and lowered their gamma for the machines (the darker those textures are, the lighter the shading looks, using the default PC shading textures in the iPad textures makes the boss look way too dark), and for Eggman I replaced the 3 shades of grey from his shading texture to just a single shade of grey.

For the first 3 bosses I lowered the gamma of the shading texture to 0.75, for the Mad Gear boss I also lowered the gamma of that texture to 0.75 and lowered the brightness of the machine texture by 50 (the iPad texture looks way too bright in-game), and for the final boss I lowered the gamma of the shading texture to 0.60.

Results of the changes, comparison pictures between default PC textures and the edited pictures.

These are lazily taken comparison pictures though, the PC version pictures might look a little bit blurry since they were already compressed to jpeg, even though it was set to quality 100.

Once I'm fully done with these edits, I'll make proper comparison pictures between the default PC version and the edited iPad textures, and upload the textures to mediafire.

boss01b.jpg

boss02y.jpg

boss03.jpg

boss04.jpg

finalbossh.jpg

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I've got a couple of things to share.

First, I've been making a classic Sonic texture.

classic_1.pngclassic_2.png

Nothing too special, of course. I'm just trying to get my feet wet.

Second, I've been messing with the animation files and have found something potentially interesting. I replaced all of Sonic's jump animations with his roll animations. I more or less expected the game to just crash, but strangely absolutely nothing happens. His jump remains the same, and the game runs as normal.

Even thought the roll animations are larger than the jump animations, I chose to override the warning and repacked them. I expected complete failure, why is the game running like before? Do you think it backs up necessary files somewhere?

Edited by TheCongressman1
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