The first stage created based on my own tutorials is now ready to play, readme included in the download, it has everything you need to know.
A legitimate copy of the PC version of Sonic Generations is required to play this mod, if you like this then I recommend trying out the real Sonic Colors, seriously it's a great time whether you're a fan of the classic or modern games.
The first stage created based on my own tutorials is now ready to play, readme included in the download, it has everything you need to know.
A legitimate copy of the PC version of Sonic Generations is required to play this mod, if you like this then I recommend trying out the real Sonic Colors, seriously it's a great time whether you're a fan of the classic or modern games.
Credits: Testing - brianuuuSonic SonicGlvl - samothethief Spline Exporter - Dude Collision properties Tutorial - Gorila5 Breakable Objects tutorial - Paraxade0 Unleashed Rainbow Rings - N69vid Related Colors Projects - brianuuuSonic & SonicHero2491Sonic Generations Anti-Piracy screenSKmaric2021-01-09 | If the game detects an error, either with reading the disc or verifying the Steamworks DRM, the hub world will load the smaller version from after Green Hill Act 1, blocking the rest of the levels. The game will crash when trying to play Green Hill again, and some text also changes...The Truth Behind the Stages of Sonic ColorsSKmaric2020-02-12 | It's taken nearly 10 years of digging around under the hood but it's finally time for the truth to come out.
This is a comprehensive documentation of what data mining and studying the game's files reveals about the game's development and a possible earlier concept for the game's design. Hopefully my findings become more well known amongst those interested in what was left on the cutting room floor.
*I misspoke when talking about Planet Wisp where I accidentially said "3 and 4" instead of "1 and 4", the visuals and subtitles do reflect the correct information however
Music used:
Sonic Colors Original Soundtrack - Numerous songs Winter Sports Champion Race - Mario & Sonic at the Sochi 2014 Olympic Winter Games Windy Hill - Mario & Sonic at the Sochi 2014 Olympic Winter Games Reach for the Stars - Mario & Sonic at the Rio 2016 Olympic Games Tropical Resort - Hyper Potions youtube.com/watch?v=CaEpCuu0WMMTropical Resort ReBoosted - All Alternate Paths + Red Star Rings - Sonic Generations modSKmaric2019-07-08 | A showcase of the entirety of my submission to the Sonic Hacking Contest 2018, showing all of the key changes I made to the stage in the process of porting from Colors to Generations.
I put this together mainly to have a more definitive documentation of my work on this mod and so it can be appreciated by those who can't get the stage running in the game for whatever reason.
Red Star Rings timestamps: 1: 0:10 2: 1:00 3: 1:53 4: 4:02 5: 5:35
Five years after the release one of the greatest total conversion mods for any game ever (imo), and I have at last (nearly) realised one of my favorite concepts for a mod: dynamic music changes throughout a stage depending on performance and location, as conceptualised by Falk Au Yeong (who has since contributed to the Sonic Mania soundtrack which is so great to hear!). Four years ago on the first anniversary of the Unleashed Project's release I released an early version of this same mod based on primitive techniques, but now thanks to Skyth's CSB Builder tool we now have full control over audio cues and effects, resulting in such flexibility as this with stage mods, and all while having a very efficient backend too.
The main thing that could not be fully realised is the use of specific transition points (each loop was divided into 5 sections, and would transition to the next part of the song only upon reaching the end of the current section after activating the music change trigger. That would require a complete overhaul of the audio engine, so the music instead simply changes with a quick fade much like City Escape/Speed Highway. I suggest watching the concept video for a demonstration). Also the criteria for switching between Be Cool and Be Wild is somewhat different: it is instead dependant on Sonic's speed, much like Green Hill/Sky Sanctuary. Sonic's speed is capped in 2D sections however preserving this aspect of the concept/ Boosting however overrides everything and always plays Be Wild since the game always considers Boosting as "running" regardless of speed (it does not add a boost filter/force mono audio however).
Skyth's channel: youtube.com/user/aslkncvlkSonic Generations PC - Tropical Resort PreviewSKmaric2018-02-09 | This video is well overdue but it's finally in a presentable condition (at least what is shown here) so here it is, a mod that attempts to port a stage from Sonic Colors to the Hedgehog Engine with as high a level of accuracy as possible, specifically intended to replicate the original lighting and materials as well as porting the original collision and layout data.
Furthermore, the stage will be redesigned slightly to fit with the Unleashed / Generations gameplay style, particularly in terms of removing Wisp Color Powers in favor of more natural means of accessing alternate paths and hidden items across the stage, as well as making stages longer through combining two acts from the original game into one. In this way this will not be a project to port Colors to PC, but rather a re-imagining of Colors' stages. This is still a work in progress, hence where the video ends since 2D sections in particular will be altered considerably.
First demo will include Tropical Resort Act 1. Release date is yet to be confirmed.
Created using Custom Beatmap Festival: reddit.com/r/CustomBeatmapFestivalEscape from the HEARTBEAT - Sonic Adventure 2 vs. Love Live!SKmaric2016-05-05 | I had a stupid idea then I remembered I had a YouTube channel that I could share it through. If it wasn't obvious enough this is very much Triple-Q/GiIvasunner inspired.
"Escape from the City" and "Sonic Adventure 2" is copyright SEGA
"?←HEARTBEAT" and "Love Live! The School Idol Movie" is copyright ASCII Media Works/Lantis/Sunrise
No profit is being made from this video; it is purely for entertainment purposes.Planet Wisp All in One Remastered Release Trailer - Sonic Generations Mod Colors PortSKmaric2015-01-26 | ==Download at the Moddb Page!== http://www.moddb.com/mods/sonic-generations-planet-wisp-project
It's finally done, the (most likely) final version of the Planet Wisp Project.
MAKE SURE TO COPY THE CPKS I'VE INCLUDED INTO YOUR SG INSTALLATION DIRECTORY or else the game will crash. All the information you need is included in the readme of the download.
So feel free to make videos all you want and share this video all you can, I want to see some nice speedruns (and glitches, because) and stay tuned for whatever it is that's up next.
Credits SonicGlvl - samothethief Spline Exporter - Dude Tropical Resort All in One inspiration - brianuuuSonic Collision properties Tutorial - Gorila5 Breakable Objects tutorial - Paraxade0 & brianuuuSonic Removing default HUB Music - Faseeh Deen & SuperRiderTH Unleashed Rainbow Rings - N69vid UV anim tutorial - Paraxade0 Trailer music - PARANOiD DJ: youtube.com/watch?v=U9-bs4z04kY
All copyrights are properties of their respective owners including SEGA, etc.Toad Joins the Band ANIMATED - Starbomb: Player Select [SFM]SKmaric2014-12-22 | Buy the album PLAYER SELECT on iTunes ► itunes.apple.com/us/album/player-select/id944518742
The very instant I heard this song when the album was finally released I felt the need to animate this and whipped this together, because I how many of you are subscribed for my animations and I wanted to do something for all of you before I switch all my focus to getting Planet Wisp All in One Remastered finished. Think of it as a sort of Christmas gift.
Yeah whatever I made a mod based off my favorite thing in the Sonic Boom show so far, somebody had to do it.
Download: drive.google.com/file/d/0B1e0Qw9DBALEOW5VWWYwOWFlUEE/view?usp=sharing Note that there is no Super Form at all because Eggman's model crashes the game in place of Super Sonic's model. This download won't crash the game just Super Sonic is still Super Sonic with no changes.
I claim no ownership over the content in this video, all copyrights go to Sega unless otherwise specified.[SFM] - Dont Be Late - Sonic 06 Recreation(?)SKmaric2014-10-11 | Sick burn, Shadow.
Mostly just practice with animation, no the joke is not original at all, if you're unaware it's based on this: youtube.com/watch?v=hJxLqjLWZvE, and also since I want to ensure the large bulk of my subscribers know that I haven't forgotten about them.
Also have any of you noticed that pretty much all of my SFM animations involve a conflict between Sonic and Shadow? I swear, I didn't myself until now.
Character voices from Sonic the Hedgehog 2006, sound effects from Sonic Colors.
Music: "Monkeys Spinning Monkeys" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0Sonic Generations Mod - Sonic Colors GIA Porting Proof of ConceptSKmaric2014-08-07 | Proving that it's possible, rather than re-rendering the GIA from scratch like everyone else ever has tried to do with Colors stages, me being too poor to buy Vray and I'm sure as hell am not going to pirate it, I looked into how Colors handles shadowmaps, and seeing as I figured out Mario Kart Wii uses shadowmaps and apparently Colors does it in the exactly the same way, I managed to use the same shadowmap textures from Colors in Generations as GIA.
Basically Generations has the GIA set to map channel 2, no big surprise most of you probably already know that if you've tried applying GIA before, and everything else (maybe with some exceptions) use channel 1 or an environment map. The .brres format that Colors uses could have anything assigned to any map, so I had to swap the UVs of the channel used for shadows to channel 2 for any object that used 2 or more other maps. From there I created the GIA just as any other stage really.
This video only shows the GIA, and nothing else has been changed since the last release which is why there are some duplicated animated objects here and there and some missing, as next I will look into getting animations working, just as SonicHero2491 has already. I would have gotten more done but I at least wanted to show something considering how much longer it took compared to how long I expected.
And for those wondering, yes it is also possible to port shadows from any game at all that uses shadowmaps, so far I've also tested Mario Kart Wii models and it works just fine, so it's worth experimenting I guess.Mario Kart 8 Release Special - Rainbow Road Medley Release - Sonic Generations ModSKmaric2014-05-30 | DOWNLOAD: drive.google.com/file/d/0B1e0Qw9DBALEaVFuNHFEVEhURkk/edit?usp=sharing
Hey, it may have been a month since my last video but I was certainly doing something during that time.
Yeah I had to do something like this, it felt wrong to do just nothing for the release of Mario Kart 8, I mean it's pretty much the most important game series for me and I always become excited whenever a new one is announced, and the day has finally come for the next installment (of course I still need to wait because of time zones, oh goodie). So here it is, another Rainbow Road stage that pays tribute to the previous console games. I would have put in the other 3 but I've already done DS and models aren't available for the other two, maybe for Mario Kart 9.
Also I may be doing some videos in relation to Mario Kart 8 during the month of June, mainly I'm thinking of a Let's Play after almost a year since my last one and also some online races, so feel free to join whenever I'm recording an online race.
Readme is in the download.
Credits: SonicGlvl - samothethief Spline Exporter - Dude SonicHyuga - Inspiration with the original Rainbow Road Wii stage mod - youtube.com/user/SonicHyuga
Music: SNES - Mario Kart 7 N64 - F-Zero X Expansion Kit GCN - welle LICHT AWN Wii - Jonny Atma - http://jonnyatma.com Results - Mario Kart DS
And of course, Nintendo - For creating the awesomeness and memories that is the entire Mario Kart series.
Also I'll just point out that I wanted to use the Mario Kart 8 version of the music for the trailer but if you do your research you'll know why I changed it at the last second.
Because of the amount of people asking why Tails, it's called being faithful to the source material.
Original Description:
So because out of pure curiosity I really wanted to see how the stages in the 3DS version of Sonic Generations would work on the engine of the console/PC version, so I made a mod where I painstakingly remodeled the entire stage in 3DS Max for the PC version and here's what I've got for you so far :)Sonic Generations Colors Porting - Planet Wisp All in One Release TrailerSKmaric2014-01-20 | ==Download at the Moddb Page!== http://www.moddb.com/mods/sonic-generations-planet-wisp-project
All the information you need is included in the readme of the download, but MAKE SURE TO COPY THE CPKS I'VE INCLUDED INTO YOUR SG INSTALLATION DIRECTORY or else the game will crash, so there isn't much to say here outside that I really appreciate all the support I've gotten over these past 5 months of development and all of the work that everyone I've listed below who have helped me both directly and indirectly who without them this project could have never gotten started.
So on that note, feel free to make videos all you want and share this video all you can, I want to see some nice speedruns (and glitches, because) and stay tuned for whatever it is that's up next.
Credits SonicGlvl - samothethief Spline Exporter - Dude Tropical Resort All in One - brianuuuSonic Collision properties Tutorial - Gorila5 Camera Fixing in HUB World - TailsMilesPrower888 Breakable Objects - Paraxade0 & brianuuuSonic Removing default HUB Music - Faseeh Deen & SuperRiderTH Unleashed Rainbow Rings - N69vid
I claim no ownership over the audio content in this video or the visual scenes from the original Sonic Colors intro, all copyrights are properties of their respective owners including SEGA, etc.Sonic Generations Colors Porting - Original Planet Wisp Mod - Act 6 Preview (500 Subs Special?)SKmaric2014-01-16 | ==Check out the Moddb Page!== http://www.moddb.com/mods/sonic-generations-planet-wisp-project ==Download the Most Recent Release== http://www.youtube.com/watch?v=Z89pJN-9yZs
ALL SIX ACTS ARE DONE NOW GUYS
Credits: SonicGlvl - samothethief Spline Exporter - Dude Tropical Resort All in One - brianuuuSonic Collision properties Tutorial - Gorila5 Camera Fixing in HUB World - TailsMilesPrower888 Breakable Objects - Paraxade0 & brianuuuSonic Removing default HUB Music - Faseeh Deen & SuperRiderTH Unleashed Rainbow Rings - N69vid
Be sure to like, comment, subscribe and share if you like what you see and want to see a release!Sonic Generations Colors Porting - Original Planet Wisp Mod Graphical OverhaulSKmaric2014-01-11 | Enable annotations for more in depth explanations on everything that's been updated. ==Check out the Moddb Page!== http://www.moddb.com/mods/sonic-generations-planet-wisp-project ==Download the Most Recent Release== http://www.youtube.com/watch?v=Z89pJN-9yZs
Mainly a filler vid to once again confirm that I'm not dead after almost a month and I haven't done enough on Act 6 that's worth showing, though I can say that I am about 2 thirds of the way done on it so that shouldn't be too far from release now, just sit tight. Basically this video is just showing how I've improved the look of Act 1 and of course every other stage has the same improvements, this is basically how all of the stages will look in the full release.
Credits: SonicGlvl - samothethief Spline Exporter - Dude Tropical Resort All in One - brianuuuSonic Collision properties Tutorial - Gorila5 Camera Fixing in HUB World - TailsMilesPrower888 Breakable Objects - Paraxade0 & brianuuuSonic Removing default HUB Music - Faseeh Deen & SuperRiderTH Unleashed Rainbow Rings - N69vid
Just want to confirm that I'm not dead, I've just been extremely busy with school over these past few weeks, and now that school is done for the year, I can finally get back to making steady progress on this.
Also just so you all know, I probably won't be working on more Colors levels after I'm completely done with Planet Wisp, mainly because someone's already working on/has worked on each of the other levels and Game Land would just be a pain because of how those stages are constructed. Although I may do something involving actual modelling new stages because that's kinda what I want to start learning to do? Like I said, that will be after I've done this project.
Credits: SonicGlvl - samothethief Spline Exporter - Dude Tropical Resort All in One - brianuuuSonic Collision properties Tutorial - Gorila5 Camera Fixing in HUB World - TailsMilesPrower888 Breakable Objects - Paraxade0 & brianuuuSonic Removing default HUB Music - Faseeh Deen & SuperRiderTH Unleashed Rainbow Rings - N69vid
Be sure to like, comment, subscribe and share if you like what you see and want to see a release!Sonic Generations Colours Porting - Planet Wisp All in One Mod Pack - V0.6 Release - Act 4!SKmaric2013-11-13 | ==GO TO MODDB PAGE FOR DOWNLOADS== http://www.moddb.com/mods/sonic-generations-planet-wisp-project You will need to have also downloaded the 0.5 version if you haven't already, you will not need the 0.5.1 patch, it's included in this 0.6 update.
Act 4's ready guys, probably the last release before the full thing, unless I happen to fix up some things for the SHC2014, yes it's a possibility.
Credits: SonicGlvl - samothethief Spline Exporter - Dude Tropical Resort All in One - brianuuuSonic Collision properties Tutorial - Gorila5 Camera Fixing in HUB World - TailsMilesPrower888 Breakable Objects - Paraxade0 & brianuuuSonic
As always, be sure to like, favorite and subscribe if you like this mod (I wouldn't expect you to comment however because you know, but feel free too). To report any bugs or give me any suggestions concerning this level or any of the other 5 acts... uhh PM me or comment if you can.Sonic Generations Colours Porting - Original Planet Wisp Mod - Act 4 PreviewSKmaric2013-11-03 | ==TURN ON ANNOTATIONS== ==Check out the Moddb Page!== http://www.moddb.com/mods/sonic-generations-planet-wisp-project ==Download the Most Recent Release== http://www.youtube.com/watch?v=Z89pJN-9yZs
So I've finally released a video showing off Act 4. Yeah it seems that every act so far has something that I can't replicate properly, so I'm going to have to come up with an alternative to the moving platforms.
I may release this stage when it's ready, but it will probably be an addon to the previous release so I don't have to reupload everything again and so you won't have to redownload it all, I will release the full pack once that's ready of course.
Credits: SonicGlvl - samothethief Spline Exporter - Dude Tropical Resort All in One - brianuuuSonic Collision properties Tutorial - Gorila5 Camera Fixing in HUB World - TailsMilesPrower888 Breakable Objects - Paraxade0 & brianuuuSonic
What's this? A mod released on the modder's birthday because he felt like doing something different? Don't worry, I'm still working on Planet Wisp, I did this because I was tired of listening to Planet Wisp music over and over if that was even possible :o
But yeah, when I was going back to play some of the games from earlier in my childhood I looked at Mario Kart DS and saw Rainbow Road and thought, "You know, I should totally make a mod out of this" and bam, here you go. Y'see Mario Kart DS was the first Nintendo game I owned, I'd play it for hours (and how appropriate it was a birthday gift from 5 or 6 years ago) and never got tired of it. I don't know I couldn't help it seeing a Mario Kart track with inversions and knowing about SonicHyuga's Rainbow Road so I did it.
YES I KNOW IT STILL SAYS GREEN HILL JUST BE HAPPY SOMEONES PORTING PLANET WISP FOR YA.
Hope you guys enjoy this, don't forget to like, favorite and subscribe for more mods, now, back to working on Planet Wisp.
Alrighty everyone, the second download is now available, and like the last one this includes everything I've done so far. There are two versions of each of the 3 acts included, one for Classic and one for Modern, Classic can make use of the Spikes wisp and Modern can make use of the Rocket wisp.
SonicGMI is required to use this. Please report any bugs you find either through a comment on this video or by sending me a message. Don't forget there are still another 3 levels to do, so keep an eye out for them!
Credits: SonicGlvl - samothethief Spline Exporter - Dude Tropical Resort All in One - brianuuuSonic Collision properties Tutorial - Gorila5 Camera Fixing in HUB World - TailsMilesPrower888 Breakable Objects - Paraxade0 & brianuuuSonicSonic Generations Colours Porting - Original Planet Wisp Mod - Classic SonicSKmaric2013-10-13 | Check out the Moddb page!: http://www.moddb.com/mods/sonic-generations-planet-wisp-project
So basically I've now added lightshafts and directional shadows, remember I will not be putting in GIA until maybe the full release, but there's still a possibility that it may not work.
Clearly from the title I've got to work on creating Classic versions of each stage, no I'm not going to replace all the dash panels and springs with the classic variants because honestly, that was actually something that sort of bothered me about Generations, how can there be modern springs and dash panels in the classic era levels and vice-versa. Anyway.
Since all three acts are almost done, you can expect a second release within the next two weeks.
Credits: SonicGlvl - samothethief Spline Exporter - Dude General help/tutorials, physics and save file - brianuuuSonic Planet Wisp models - Peardian
Be sure to like and favorite this video and subscribe to my channel if you like what you see, it really helps out a lot!Sonic Generations Colours Porting - Original Planet Wisp Mod - Act 2 and 3 UpdateSKmaric2013-10-06 | Check out the Moddb page!: http://www.moddb.com/mods/sonic-generations-planet-wisp-project
So I've fixed all of the glitches with getting Planet WIsp's resources to load in Chemical Plant, the only thing that didn't work was the platforms' glow, which doesn't dim like in Planet Wisp and just stays on all the time. As for the Sprinkler, it just seems to decide when it works, it never likes to work properly and just appears at random, sometimes the collision trigger works perfectly for whatever reason, but ya know, it's random as it seems so I don't exactly have much control over it.
The Egg Chasers are giving me some trouble, in Colors they either were one on each side or one always in the middle, but in Generations they are capable of switching lanes, so if anyone knows if it's possible to keep them from switching lanes please.
Other than that, this project seems to be running along smoothly, also school is back in next week if that has any significance to the progress for the next few months, hopefully homework doesn't bombard everything like last term :P.
Credits: SonicGlvl - samothethief Spline Exporter - Dude General help/tutorials and physics - brianuuuSonic Planet Wisp models - Peardian
Be sure to like and favorite this video and subscribe to my channel if you like what you see, it really helps out a lot!Sonic Generations Colours Porting - Original Planet Wisp Mod - 3D HUB & Act 2 Preview & Act 1 UpdateSKmaric2013-09-29 | ==TURN ON ANNOTATIONS== Check out the Moddb page!: http://www.moddb.com/mods/sonic-generations-planet-wisp-project
Two weeks later I have a new update for you all, here I've gotten two new things started; a 3D Hub and Act 2.
Now putting the resources from Planet Wisp and getting them to load in the place of Chemical Plant was a near success, but the lights on the platforms just stay black for whatever reason. And it's not the fault of the .material or the .dds files, as I've tested. Hopefully I can get this fixed without too much trouble.
As for the lack of Sprinklers, I know for sure that this is an issue that has got to do with the "setdata_base.xml", all of the needed files are in "cpz_cmn.ar.00" as I've checked by having the game load the same file from Speed Highway's Sprinkler challenge, and it worked fine, it's definitely all got to do with the single xml.
Credits: SonicGlvl - samothethief Spline Exporter - Dude General help/tutorials and physics - brianuuuSonic Planet Wisp models - PeardianSonic Generations Colours Porting - Original Planet Wisp Act 1 - V1.0 Release!SKmaric2013-09-15 | ==DOWNLOAD LINK IN DESCRIPTION== ==THIS HAS BEEN UPDATED - CHECK THE LINK BELOW==
It's the moment you've been waiting for, the first release of my Planet Wisp Act 1 mod!
I have added numerous HD textures from Generations' Planet Wisp, the only ones I didn't port were the ones that either didn't fit on the original textures or the ones I thought looked better than Generations' (shocker, I know). Also, minecarts. I also gave up on making the platforms stop and just used layering instead to create the illusion of them moving into place.
Here's some of what I've changed in the last update of this mod: Improved framerate on low-end systems Some more HD textures I may have missed or changed my mind about. Numerous glitches fixed. Acts 2 and 3 included.
I will not be putting in GIA because I don't have Vray because the price is through the roof and don't tell me to freely download it, at best I may get the 30 day trial and just add in all the GIA at the end with all 6 acts, if it works that is.
Be sure to subscribe if you want to see the other 5 acts redone in Sonic Generations!
Credits: SonicGlvl - samothethief Spline Exporter - Dude General help/tutorials and physics - brianuuuSonic Planet Wisp models - PeardianSonic Generations Colours Porting - Original Planet Wisp Act 1 - Progress 4SKmaric2013-09-12 | Probably the final update before release, or at least the second to final. Things I still need to do: -Fix the moving platforms, I didn't show them in this video but they still don't stay in place after activation. -Put in some background objects such as the moving saws and those strange towers that move up and down (they were in the original Generations Planet Wisp but I have no idea where in the files they are). -Fix some cameras, mostly in the drifting sections.
Credits: SonicGlvl - samothethief Spline Exporter - Dude General help/tutorials and physics - brianuuuSonic Planet Wisp models - PeardianSonic Generations Colours Porting - Original Planet Wisp Act 1 - Progress 3SKmaric2013-09-07 | So for this week's update I've made a bit more progress not so much on the level itself but more on the other things like the models, such as the platforms which now use the model from Colors and the glass that I have no idea why is so glitchy and certainly don't know why the debris from the Rocket ceiling glitches with it.
Credits: SonicGlvl - samothethief Spline Exporter - Dude General help/tutorials and Colors Pack - brianuuuSonic Planet Wisp models - PeardianSonic Generations Colours Porting - Original Planet Wisp Act 1 - Progress 2SKmaric2013-08-31 | So a week later, how much progress have I made? Well, a lot, the annotations should explain most of it, though I might have forgotten some of the things I changed, so I'll just let the video speak for itself in that regard.
There's still a lot to fix even with what I've done so far, the way I played this here is specifically in a way to run into the least amount of glitches to not make this look bad, so basically it will take some time before I release this even after I've done all the main work.
Credits: SonicGlvl - samothethief Spline Exporter - Dude General help with getting this working - brianuuuSonicSonic Generations Colours Porting - Original Planet Wisp Act 1 [Very Early WIP]SKmaric2013-08-24 | Doing something new this time, porting a level into Sonic Generations. I'll bet that someone has already started porting this level anyway, but I'm the first to post a video of it if that's true.
I know someone's going to say this is pointless because Planet Wisp is already in Generations, but this is a PORT, not a remake.
There still needs a lot of work to be done yet on this, especially in terms of splines, the 2D section isn't done yet because of the sheer complexity of them that it would take a little more time to make the splines for them in comparison to say, Tropical Resort. I especially need help with cameras, such as the one that needs to be put in where the rail goes into a double corkscrew, I know that I need to use the Tube camera but I don't know how to link it to a spline. I also need to add transparency to the textures that need it, and thanks to the way 3DS Max imports obj files, there are tons of duplicates I need to fix, so much that I can't even control the scroll bar in the material editor.
And for those who are wondering, I haven't even attempted to put GIA on this as I know that other people haven't had much luck getting GIA on Colours stages, the light is just a standard Free Direct Light. And I haven't even gotten V-Ray so...
Also I didn't make this video in HD because while this level normally runs fine, it drops to a piss poor frame rate when recording unless I set it to 480p.
In any case, tell me what you think of what I've done so far and if you think I should continue work on this.[SFM] - Sonic Adventure 2 - Ark Showdown RecreationSKmaric2013-08-18 | Now with actual lip-syncing!
So, this is a follow-up to my SA2:Battle opening recreation, this time this is the cutscene that plays right before the final boss of the Hero storyline. This is sort of how I imagined the cutscene before this same fight in Generations would have looked like, but I still like what they did with the real thing anyway. And man, making this was a challenge.
Making the walking animation wouldn't have been so bad if it weren't for the size of Sonic's feet (you'll notice that I couldn't be bothered with Shadow, but since his legs aren't even shown anyway I though I could get away with that). Also making Shadow's skating animation was pretty hard, but luckily I got in done faster than I had hoped.
Now the hardest part was choosing a map, since I both couldn't find any model of the original stage and I don't even know how to get Hammer to work with importing models or heck, even textures. I finally settled on City-8 (which I'm unable to find who made it. If anyone knows who it is then tell me so I can credit them).
I've also made some fixes to the audio, I've already given you one of them, try to spot the other two!
So anyway, tell me what you think of this in the comments below.
[Reuploaded because layoff was too dark for some reason]Sonic GDK Porting - Radical Train [TEST]SKmaric2013-07-31 | So since I was home sick from school today I thought that I would use this time to finally create something in the UDK Engine, or Sonic GDK to be more precise. Anyways, so as a first practice thing I decided to port Radical Train to Sonic GDK, as it's not an overly long level (though I still had to drag and drop over 400 static meshes, luckily only one got messed up during the import and it was just a decoration thing, you'll see at the start of the mach speed section there's no grass or weeds protruding from the ground, that's the one that broke) and it had places to make loops and SpringJumpPads (springs that always take you to the exact spot you tell it to) things which I hadn't attempted to make before. Overall, I kind of like how this ended up turning out, and maybe later I'll start making some serious levels for Sonic GDK (and maybe even port them to Sonic Generations).
Before anyone asks, I am NOT going to release this for a number of reasons, first of all the files are almost 500MB but mainly because this map in it's current state doesn't work unless you play it PERFECTLY, this recording alone took almost 15 takes alone, and since the game has to reload the entire 500MB every time you get a game over I wouldn't be surprised if there was quite the number of ragequits by those who try to play this.
And this is actually sort of practice for the Sonic Freedom project, though I'm currently unsure what exactly I'm going to do to help out with that, since I'm not the greatest modeler ever.
Man this was a mouthful, even just uploading this took a while.
Anyway, so this is quite obviously a recreation of the opening from Sonic Adventure 2 Battle made in Source Filmmaker using apochedgie's Sonic Generations models.
Now for a short Q&A before you make a comment: Q: Why? A: Because I felt like it.
Q: How long did this take? A: About 3 weeks. I was sort of making this on and off with my (now cancelled) Super Mario Galaxy 2 LP as well as real-life things such as school.
Q: ermahgerd u riped off zeekrocz117 A: I wasn't aware of his video until after I uploaded.
Q: What's with the random whites and purples that keep appearing? A: That's the map's fault, not mine. I did whatever I could to fix it to no avail.
Q: How did you change the skybox texture? A: By converting textures of Radical Highway which I already had, converted them using VTFEdit, then put them over the existing textures.
Q: Why do some of the animations look kind of bad? A: I'm only new to 3D Animation, plus the link to chaofanatic's rig was broken while I was making this.
Q: How did you do [thing that isn't possible in SFM]? A: Adobe Premiere. The only things I've done outside of SFM are the colored backgrounds and text in the short clips with the characters posing to the camera and the logo at the very end.
Q: What's with the weird black outlines around Tails, Eggman, Knuckles and Rouge? A: Trying to mask them in Adobe Premiere. I did my best there.
Q: Why are the no sparks on the rails? A: Because I couldn't find any good particle system. I threw a candle on Sonic's foot because it was better than nothing, and even then I couldn't rotate it.
Either way, I do really like how this turned out, and I may make more like these in the future.
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