FusionDragonoid
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updated 8 years ago
Freddy (Dislyte): nexusmods.com/deadasdisco/mods/1365
Big Daddy (Zenless Zone Zero): nexusmods.com/deadasdisco/mods/1375
S.P.D. Shadow Ranger (Power Rangers): nexusmods.com/deadasdisco/mods/1378
Ultron-15 (Marvel Rivals): nexusmods.com/deadasdisco/mods/1399
Ulforceveedramon (Digimon): nexusmods.com/deadasdisco/mods/1393
Yeah. I kinda got carried away with modding this game again, eheh... But that said I've got more character mods to show off in future videos. Would've done it for this but I didn't want it to take too long to render/upload.
Songs played:
0:00 - Coral Town from Sonic Racing CrossWorlds
1:57 - Wonder Museum from Sonic Racing CrossWorlds
4:27 - Fly Away from Dance Dance Revolution SuperNOVA
6:28 - One Nightbreak from Persona 5 Dancing in Starlight
10:35 - Quartz Quadrant "G" Mix from Sonic CD
12:05 - Last Surprise (Taku Takahashi Remix) from Persona 5 Dancing in Starlight
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Zavok: nexusmods.com/deadasdisco/mods/1325
Death: nexusmods.com/deadasdisco/mods/1334
Sisu: nexusmods.com/deadasdisco/mods/1338
LupinRed: nexusmods.com/deadasdisco/mods/1340
Amplified WarGreymon: nexusmods.com/deadasdisco/mods/1336
Drek'ar: nexusmods.com/deadasdisco/mods/1348
Shibuya at Night: nexusmods.com/deadasdisco/mods/1349
Over the past few days, I've been doing a LOT of modding with this game. I learned how to utilize @dhedgeproductions' Character Slot Loader, meaning that multiple character mods can be installed at once without the need to constantly swap between pak/ucas/utoc files that the character replacement mods need.
As such, I've done a lot of character mods to get accustomed to this new workflow.
In addition, arena mods are finally back, so I took the opportunity to do some adjustments to the ones I've already released, and also did a new one (which is shown towards the end).
Songs:
0:00 - I Need You (Insideout Door 3Mixes) from Dance Dance Revolution EXTREME
0:56 - Black Fairy from Silent Hill 2
2:17 - Blizzard Valley from Sonic Racing: CrossWorlds
4:38 - Image of hero from Phantasy Star Online Episode I & II
6:15 - Rainbow Garden from Sonic Racing: CrossWorlds
8:30 - Crescent Crusade from Phantasy Star Zero
15:26 - Tower of Life from Persona 5 Strikers
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Just a random idea that I had that I decided to make reality. Whether it's Charlie in a Sonic costume, or if the costume came to life on its own is up to interpretation.
Song played: Vela-Nova (from Sonic Rush)
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Pretty much what you'd expect: it's a mod that ports the Switch terrain into the PC version of Sonic Frontiers. Lower-poly terrain, lower-res textures, and pared back post-processing.
Like in the previous video for the Shadow Generations version of the mod, I show off some gameplay with the mod. Not too noticeable in Cyber Space, but it's definitely noticeable in the Open Zones.
I will admit though, I'm largely used to the Switch version's assets as that's actually my most played console version of the game (it's actually my #2 most played game on the Switch/Switch 2, only behind Pokemon Shield). The port may be rough compared to the other versions (especially in handheld mode), but I still find it fairly impressive that they were able to make the game work on there. I am going to be getting the Switch 2 version soon though. Not sure when, but yeah.
Also side note: I actually filmed about an hour's worth of footage, but about half of that didn't make the cut for this video.
Music used for open zone segments:
Kronos Island segment: Monkey Island (from Super Monkey Ball: Step & Roll)
Ares Island segment: Lagoon City Zone Act 2 (from Sonic Superstars)
Chaos Island segment: Deep Core (from Sonic Rush Adventure)
Rhea Island segment: Terminal Velocity (from Sonic Colors DS)
Ouranos Island segment: Image of hero (from Phantasy Star Online)
Tool credits:
@blueskythlikesclouds - NeedleTextureStreamingPackage tool (part of SkythTools: github.com/blueskythlikesclouds/SkythTools)
@Radfordhound - HedgeArcPack tool (part of HedgeLib: github.com/Radfordhound/HedgeLib)
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
As the mod's name suggests, it's basically one that ports over the terrain from the Switch port of the game. As such, terrain models are lower-poly, textures are lower-res, and post-processing is pared back. It was largely made in order to help performance on lower-end machines, or handheld computers like the Steam Deck or ROG Ally.
It's more or less a straight port, though a few things did have to be changed. The textures had to be run through Skyth's NeedleTextureStreamingPackage tool so they would display properly here (the NTSP files are actually different across each platform, and if I didn't run them through the tool they'd have a broken look)
All of the CEMT files had to be brought over from the PC version as well, as using the Switch version's CEMT files as-is resulted in the game crashing. Which is odd, as prior games the CEMT files are cross-platform compatible. Besides that, I haven't noticed much (if any) difference between the two versions' CEMT files at all as far as visuals go.
Tool credits:
@blueskythlikesclouds - NeedleTextureStreamingPackage tool (part of SkythTools: github.com/blueskythlikesclouds/SkythTools)
@Radfordhound - HedgeArcPack tool (part of HedgeLib: github.com/Radfordhound/HedgeLib)
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Release video: youtu.be/PnBqbRNCn0o
Download link: gamebanana.com/mods/613370
A playthrough of a custom stage that combines assets from Kingdom Valley and Chaos Island. I do like the stage a lot, though I feel that it's a bit too long. Not to the extent of Eggmanland, but yeah. And also kinda difficult. That being said, for the most part I had a lot of fun playing through it. Visuals are definitely a highlight here, since the above asset combining is practically seamless and works really well. The Chaos Island Act 1 remix used here is also pretty neat too.
I also used the Restored States mod by Ashrindy: gamebanana.com/mods/591866
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
The twelfth and final part, which covers Final Fortress. Overall had fun with the mod (even if I got confused at a few points, due to me not having played Heroes in so long)
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Random fact, the Power Boost uses the same values as the normal boost in 2D. So for this, I used the values from the 3D Power Boost. That's basically it, really.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
The eleventh part, which covers Egg Fleet.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
The recent update for Dead as Disco unfortunately broke arena mods, but on the plus side it gave me motivation to do another character mod. Had been planning to put Zen-Aku/Duke Org Rouki (from Power Rangers Wild Force/Hyakujuu Sentai Gaoranger) into the game for a while, so that's who I ended up going with.
Unlike my previous mod (Momotaros), this utilizes an animation retargeting method. (I followed a tutorial by @yeensofproduction9346) This allowed me to utilize the KawaiiPhysics stuff for cloth physics and to hide the sunglasses. Not perfect (it's kinda hard to determine what values to use exactly) but I'm pretty happy with the overall result.
Fun fact: this took a lot longer than I had hoped, because... I somehow missed a step when getting the retargeting done (which had broken the animations). Eventually figured it out so that's been fixed.
I do wish he had a more show-accurate model, but the Power Rangers Legacy Wars model works well for this regardless.
Song played is "Cyber Space 3-6: Enjoy this World" from Sonic Frontiers.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
The tenth part, which covers Mystic Mansion.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
My fourth arena mod for Dead as Disco, which is a port of the Koco trial map from Sonic Frontiers: The Final Horizon.
This one I'm really happy with the results of, since I managed to get it to look near-identical in both Lumen and non-Lumen modes. (The only real difference is that with Lumen enabled it's slightly brighter but not by that much, the video has it enabled)
The movement space is also much larger than my previous arena mods as well, though I don't show it too much here.
I was going to release this on Thursday, but it was one of those "no drive to really do anything" kind of days for me. So I pushed it to Friday, but I ended up getting busy that day. So it's releasing today.
Music track used here is "Second Wind (Sonic Mvt.)" from Sonic Frontiers: The Final Horizon. It's my favorite track from that expansion.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
The ninth part, which covers Hang Castle.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Not sure where the idea came from for this, but I decided to port Sunset Heights (well, a part of it at least) to Dead as Disco.
Unlike my Shibuya port, I didn't port the baked lighting over, as that would've taken too long. Instead, I made the mod with Lumen in mind. I'm fairly happy with the results overall.
Song played: Dreams, Dreams (Located Link Mix) from NiGHTS Journey of Dreams
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
The eighth part, which covers Lost Jungle.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Song: Raisin' Me Up from Sonic Rush
Long story short, I've seen a sudden uptick of people talking about the Backrooms (apparently there's a movie about it now?), so I decided to port it to Dead as Disco. That's all I really gotta say.
Backrooms model by Huuxloc - sketchfab.com/3d-models/original-backrooms-e5c6b30995ff442d9852a1dd697aaef1
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Pretty much what the mod title says; it gives Zavok a black leather biker outfit. The jacket and pants are from the Calfskin Rider's set from Final Fantasy XIV, the boots are from Sonic Forces, and the gloves are a modification of his hands.
I was inspired by @thehawk3384's Riders Zavok mod to create this.
This actually took several hours to do, and while it's not perfect by any means, I'm pretty happy with the result.
Also I don't think I ever filmed any footage of me playing through the first crossover grand prix, so that's what I did. Best track of the three is Pac-Village, and the worst is Minecraft World. Bikini Bottom lands in the middle. But that's just my thoughts on the matter.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
The seventh part, which covers Frog Forest.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Decided that for my first arena mod for the game, it'd be the Shibuya Scramble Crossing map from M&S Tokyo 2020.
While it may look like it is at first glance, the terrain isn't actually casting any shadows. I made a custom base material for the terrain that allowed me to port the lightmaps/shadowmaps over and apply them as a texture (Dead as Disco doesn't support static lighting), which is then multiplied with the base color texture. This is an approach that's seen in various Wii games, such as Sonic Colors.
It was pretty time-consuming to do this (I had to duplicate a LOT of materials to pull this off!), but I'm quite happy with the results overall.
This is also technically a showcase of the 1.1.0 update to the Momotaros mod I did, which corrected an issue where regular attacks didn't work.
Also, the music track I played here is "Boss - Deep Core" from Sonic Rush Adventure. Definitely my favorite boss battle theme in any Sonic game.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
Sixth part, which covers Bullet Station.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
This is a game I've kinda sorta been keeping tabs on for about a year or so, mainly because of being able to use any music track you want in it. That the game also uses Unreal Engine 5 also piqued my interest, because I wanted to mod the game too. Saw that my brother got it a few days ago (it's in our Steam family library), so that meant that I could play it as well. Pretty fun so far, but I'm not exactly great at beat-em-ups as you can see in this video.
The first mod I decided to do was to put Momotaros from Kamen Rider Den-O into the game. He's actually using the same PBR map I did for the Sonic Racing CrossWorlds mod. I'd say that he turned out fairly well. (despite the very short production time)
As for the custom music track, I picked "Cyber Space" from Sonic Racing: CrossWorlds.
Do want to apologize for the lack of uploads as of late however (besides the Heroes Stage Pack showcase series), been focusing on some mod projects (including SFO work) and I've also been playing on the Switch 2 a lot (since March, it was a birthday present) and such.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
Fifth part, which covers Rail Canyon.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
Fourth part, which covers Power Plant.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
Third part, which covers Grand Metropolis.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Just a random mod that I got the idea for in a dream. Basically what it does is it swaps the physics between the stages and White Space.
While the main version has both of them changed, there's also separate ones that only change the physics in one area (so for example, you want to use the stage physics in both White Space and the stages, there's a version for that). Kinda hard to fully explain but then again it's so early in the morning as I type this.
Tool credits:
@Radfordhound - HedgeArcPack
@hyperbx - RFL templates
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Requires Ashrindy's Restored States mod: gamebanana.com/mods/591866
Second part, which covers Ocean Palace.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Figured that I'd try something a bit different. Rather than uploading a video on the day of making it, I'd film a bunch in one go, and then schedule them per week. And the first time this'll be happening is with the Heroes Stage Pack.
It's a mod pack that ports most of the stages from Sonic Heroes to Shadow Generations, and it's highly faithful (besides some layout changes to fit Shadow's moveset better). Especially in terms of the visuals, which I find pretty cool.
The mod is also a good showcase of Ashrindy's Restored States mod (which HSP requires): gamebanana.com/mods/591866
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
I figured that, if nobody else was going to do it, then I figured I'd do it myself. So here's gm_construct in Kingdom Hearts III. Much like the game its from (Garry's Mod), this is essentially a sandbox map of sorts, so feel free to use it to showcase any mods.
CMod Menu required: nexusmods.com/kingdomhearts3/mods/4
To access the map, load your save file, open the CMod Menu (the gold rectangle on the right of the screen) and type in "open /Game/GMOD/Maps/gm_construct/gm_construct.umap".
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Kinda put this together yesterday because I more or less wanted to try modding Sonic Unleashed for the first time. It's pretty much a straight port of the Legacy Sonic skin from Generations 2024 (in other words: the SA1 Dreamcast model made to fit Modern Sonic's skeleton), though with the eyebrow vertex groups renamed so that they'd work properly.
I currently do not have plans to port the mod to the Xbox 360 or PS3 versions of the game right now either.
Tool credits:
@blueskythlikesclouds - ModelConverter, ModelFBX
@Radfordhound - HedgeArcPack
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
Mod download (Vice): nexusmods.com/sonicracingcrossworlds/mods/68
So. It's my birthday. Am 24 now. And as such I decided to release two character mods.
Got back in a Kamen Rider mood, so I decided to mod both Momotaros (from Den-O) and Vice (from Revice) in. They respectively replace Hatsune Miku and NiGHTS.
Also this video may or may not be serving as a preview for a future graphics enhancement mod that I did...
Thumbnail render was done by me with Blender 5.0.1's Cycles renderer.
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
In the past few days, I taught myself to edit CrossWorlds stages using Ryn's custom UE5 build. This allowed me to not only enable Lumen for all maps, but I also made it so all of the point/spot/rect lights affect the player/environment with Lumen on.
The only map that doesn't have it right now is Pac-Man Village, since we can't edit that map yet.
Not really sure what else needs to be said, honestly.
Mods used (besides mine):
Riders Zavok by @thehawk3384 - gamebanana.com/mods/625952
Zeti Eyes Fix by @Nutra2392 - gamebanana.com/mods/646338
If you like the work I do, feel free to donate: ko-fi.com/fusiondragonoid
It's a well-known fact that the PS5 Closed Network Test for Sonic Racing: CrossWorlds utilized Unreal Engine 5's Lumen lighting/reflections system, and that it was changed to baked lightmaps/screen-space reflections for the Open Network Test and everything after that. It's theorized that this was done to help with performance, considering the game did come out on the PS4, Xbox One and Switch 1.
However, it is possible to re-enable Lumen... except with very hit or miss results. For this example, Donpa Factory looks alright, Aqua Forest, Hidden World and White Space still use the baked lighting (except for the shadow distance being shorter) and Eggman Expo looks... bad, with at least one section looking borderline pitch black.
And then the final race has a strange green lighting applied to both Donpa Factory and Eggman Expo! (kinda like how some home video releases of The Matrix movies had a rather noticeable green tint when compared to theatrical releases or something, idk its difficult to explain and its like 1:30AM as i type this. Noodle has a pretty neat video discussing that: youtube.com/watch?v=lPU-kXEhSgk)
So my personal theory now is that Sonic Team not only switched to baked lighting after the Closed Network Text for performance across all platforms, but because they were likely having issues with getting Lumen to work properly with the CrossWorlds mechanic involving stage lighting. Keep in mind this _is_ their first game using Unreal after all (and yet, they managed to make a better-optimized UE5 game than most others on their first try)
Anyways. While I did do the standard procedure for re-enabling Lumen, I also had to adjust a few values (seems related to reflections) so that stages weren't completely pitch black (had this issue with Donpa Factory at first), making it near-impossible to even see. And that's a real bad thing for racing games, considering you really gotta see what's ahead of you.
And, as you can see, the game slows down at parts due to frame-rate drops, as a result of the high system requirements needed for Lumen. (Unreal's "fixed frame-rate" option ends up tying the game speed to the frame-rate, which is what CrossWorlds uses. Similar situation to Sonic Lost World.) Considering that Lumen does utilize ray tracing (both software-based and hardware-based) this isn't all that much of a surprise. I *did* record with the frame-rate counter enabled in NVIDIA but for some reason it doesn't show up. Ah well.
Even still, I think I might actually be the first person to make a video on this. (Could be wrong though, so do correct me if I am)
Also I chose Big as the rival here since I find his and Zavok's interaction funny.
Mods used (besides mine):
Riders Zavok by @thehawk3384 - gamebanana.com/mods/625952
Zeti Eyes Fix by @Nutra2392 - gamebanana.com/mods/646338
This is a mod that I had started sometime in 2021. It was originally going to be a Crash 4 mod, but the ActiBlizz scandal happened during development so I shifted it to BFBB Rehydrated. Eventually I forgot about it. Found it in my Unreal mods archive, so I decided to finish it up for a proper release.
Forward renderer is rather limited to work with (no screen-space reflections), but I did my best to make the stage look nice.
Due to technical-related issues, I was unable to include any enemies (couldn't get them to spawn no matter what I tried), so it's essentially a stage to collect shiny objects and socks and spatulas.
Not really sure what else to say about this, honestly.
It's been a long time since I've done a cutscene remaster, so I figured I'd do one for Sonic Generations this time.
Unlike the ones I've done for Colors, this one was rendered in the Cycles renderer, due to a refraction shader that didn't seem to work in the Eevee renderer. This also got me to make the cutscene look more "cinematic" as a result in regards to the lighting.
The morph anims for the mouths had to be done manually by copying values over, but it wasn't too much trouble. Just tedious. Same with the eye UV-animations.
For the picture itself, it was technically rendered in open-matte (in-game it's zoomed in), so I decided to add some cinemascope bars to the top/bottom of the screen. Mostly to hide an error where the chandeliers would appear to be floating in mid-air without a ceiling, and to somewhat better match the framing of the original (though there's still more on the sides that can be seen).
I'm overall happy with what I was able to manage, though I also apologize for any inaccuracies when compared to the original cutscene from the game itself.
Tool credits:
@Kwasior - KwasTools: github.com/ThisKwasior/KwasTools
@Radfordhound - HedgeArcPack: github.com/Radfordhound/HedgeLib
@samothethief - SonicGLVL: github.com/DarioSamo/libgens-sonicglvl
@Justin113D - HEIO Tools: github.com/hedge-dev/HedgehogEngineBlenderIO
This is something that I had been working on and off on since at least May 9, 2022, if not longer. Essentially it's a port of the Apotos Entrance Field from Sonic Unleashed.
It also acted as the "testing grounds" stage for when I had to test out model/animation imports during the development of Sonic Forces Overclocked.
All materials now utilize PBR, and I made sure the scene effect data was as close to Sonic Unleashed's scene effect data as I was able to get. May not be 100% accurate, but yeah. Some values have also been copied over from later Sonic games, such as Frontiers and Shadow Generations (primarily for the directional shadows and ambient occlusion).
Baked lightmaps/shadowmaps have also been ported from Sonic Unleashed as well, though the light-field had to be baked manually. So there may be some inaccuracies here and there.
Seeing as I've gotten the stage to the best I can possibly get it to be, I've decided to release what I've got. Feel free to take photos and such with the FreeCam mod or DevTools, or even use it as a starting point for another mod if you want.
Tool credits:
@Radfordhound - HedgeArcPack, HedgeEdit
@blueskythlikesclouds - HedgeGI, ModelConvertingTools, SonicAudioTools, RFL Templates
@samothethief - SonicGLVL (used to extract Unleashed terrain and convert Unleashed setdata to Gens format)
@starwarssonic90 - Generations to Forces setdata converter
I'm not normally one to showcase mods made by others (moreso it's just me not really having the time to), but I've decided to do a showcase for this one, which gives Zavok a Sonic Riders-inspired outfit.
Seeing as how Zavok's my favorite Sonic villain, this is a mod I'm going to be using from now on whenever I play this game.
Said outfit was designed by ace2564 and Pocho22059768. I'd recommend checking their art out as they're pretty cool.
Recently, I helped the creator out with an update for the mod (which is the version I'm showcasing). Not only did I help give materials-related advice (so the eyes could properly move and such), but I also created a render for the UI elements shown in the video.
This one was created shortly after LupinRed, but I held off of release until Ichiban Kasuga was officially made playable. As with Percival, he's intentionally designed to look like he came right out of the Transformers Prime DS game.
Also, if you're wondering why the mod's internal name is "SteveTheVehicon", it's because the Transformers fanbase gave the name to one when Prime was airing, and it kinda stuck.
As for my thoughts on Transformers Prime (the show), I watched that one at the start of the year and really enjoyed the show, slow pacing at points aside. Honestly I wonder why I slept on that show for so long.
Anyways Blizzard Valley has one of the best themes in this game.
This was actually the second mod I ever created for CrossWorlds, but I forgot to release until now.
And yea I'm a Bakugan fan, Percival's one of my favorites. As his model's from the DS version of Defenders of the Core, I intentionally made sure he looked like he stepped directly out of that game.
While I did film the whole grand prix, I ultimately decided to only show the last race this time (largely due to time constraints but also because I got Water Palace two different times in the same run, thus I wanted to try and avoid the issue the Flamedramon showcase had)
Also this mod was sort of inspired by a dream I had so yeah. Minifigures fit near-perfectly on Steve's skeleton.
And also, if you notice, I've basically managed to disable LOD models, and enhance visuals with various ini tweaks. That's why the screen-space reflections also appear to be much more noticeable in a lot of spots.
Emmet model was created through MecaBricks - mecabricks.com
A long time ago I remember hearing that Persona 5 was a direct inspiration for Kaitou Sentai Lupinranger. So I ended up replacing Joker with LupinRed, using his model from the Lupinranger vs Patranger Switch game (yes, it actually exists. It's a minigame compilation of sorts but the models are pretty nice)
That being said, I've actually had the game assets for a few years now, as I've always wanted to replace Joker with LupinRed. And now I made that a reality. Will admit it was a bit difficult to get himn to properly fit the skeleton, but I did my best to manage that. Otherwise, the materials/textures are the same as the game he's from, with the only difference being that I baked a custom ambient occlusion map. Perhaps in the future I'll do the same for the actual Persona 5 Royal...
Ironically I haven't watched Lupinranger yet (only Sentai shows I've seen so far are Dekaranger, Magiranger, Boukenger and Kyuranger), but it is planned.
I guess I'm out of my retirement from Sonic modding (yeah it wasn't for long, I know). And since the game uses UE5 this was considerably easier to do.
Friend gifted me this game the other night, so I've been playing that and Digimon Story Time Stranger (which my brother got) a lot in the past few days.
Flamedramon's normal and PBR maps are actually the ones I've added in a recent update to the Frontiers Flamedramon mod, and are custom-made. His model is lifted from the Shadow Generations mod I did (just with the standard textures this time).
Now, I do want to try and get other Digimon into the game besides him, and while I already got who goes over Shadow, Knuckles, Tails, Amy and Big, I'll need to figure out which ones to put over the others. Do feel free to suggest if you want! I might even include some non-Digimon characters later down the line to really sell the "CrossWorlds" idea.
Also I apologize for the huge gap in uploads; was dealing with some pretty heavy depression throughout September due to many factors. But I'm feeling considerably better.
UnrealPSK/PSA by cmbasnett - extensions.blender.org/add-ons/io-scene-psk-psa
FModel by 4sval - github.com/4sval/FModel
Only uploaded this as a demonstration for gamebanana.
Simply put, it removes that sound when you do a sweet spot homing attack. Was very quickly made in between a break I had while packing things up for a move (by that, I mean like 6 or 7AM this morning).
Not compatible with Re-Rainbow. I'll need permission from Bluwolf for that.
Tool credits:
- @RagdollClash: StreamTool [github.com/ActualMandM/StreamTool]
- @blueskythlikesclouds: SonicAudioTools [github.com/blueskythlikesclouds/SonicAudioTools]
Since my family's moving next week (as of this writing), I've felt the need to properly release this before I begin packing things up.
It's something that I had been working on ever since Shadow Generations had released. Always saw people compare the game to the "spunch bop took 40 benadryls" meme, so I went ahead and ported the White Space hub. Not sure what else I need to say about that.
Also I've learned some stuff ever since the Kronos Island terrain import. Mesh distance fields have been fixed so they now look decent for one. And general lighting-related things. Yeah.
Tool credits:
- @Radfordhound: HedgeArcPack
- @Justin113D: HEIO Tools
- @blueskythlikesclouds: ModelConvertingTools and NeedleTextureStreamingPackage tool
- @hyperbx: Shadow Generations RFL Templates (used as reference for the post-processing and stuff here)
Tool Links:
HedgeLib - github.com/Radfordhound/HedgeLib
SkythTools - github.com/blueskythlikesclouds/SkythTools
HEIO - github.com/hedge-dev/HedgehogEngineBlenderIO
One of the mods I did prior to my retirement from Sonic modding (besides me helping out on Forces Overclocked), I had this idea come to me randomly one day and as such it's a thing now. Kinda forgot to do a video showcasing it, but that's been taken care of.
The 3D menus in Sonic Origins I think are pretty cool, though I don't exactly like how bright they are normally (that can largely be attributed to the filmic tonemapping method they had used). So I decided to change that, and while at it, enable extra rendering features that are otherwise not normally used. A lot of the values I used for these were directly referenced from Sonic Frontiers' rfl scene data values.
Do keep in mind that you will need a computer that can at least run Sonic Frontiers/Shadow Generations well to have the best experience with this mod. As for the changes:
- The AMD FidelityFX Super Resolution method has been changed from "Linear" to "Edge-Adaptive Spatial Upsampling.
- Screen-space reflections have been enabled.
- Bloom has been enhanced.
- The tone mapping method has been changed from "Filmic" to "Disney". (Yes, one of the methods is actually named that)
- A vibrant color look up table (LUT) has been added and enabled.
- Shadow quality has been improved.
- Horizon-Based Ambient Occlusion (HBAO) is now used instead of Screen-Space Ambient Occlusion (SSAO).
- Motion Blur has been enabled. (although there's a version that has it disabled)
- The TAA's mipmap bias has been set to 0.
- Chromatic aberration has been enabled.
- The "enableZoomBias" has been set to "true".
As for my thoughts on the collection itself, it's (mostly) excellent. Being able to play the Retro Engine versions of Sonic 1/2/CD (and a new port of 3 & Knuckles) on a console/PC in an official capacity is already very good, but I feel the extra additions made it even better. It's almost like a modern-day version of Sonic Jam. Though, I will admit there are some oddities that bother me, and the new tracks for 3&K are fine (but the instrumentation is kinda inconsistent with the rest of the game), I kinda grew to get used to em.
Tool credits:
- @hyperbx: RFL templates for Sonic Origins
- @Radfordhound - HedgeArcPack
Github page - github.com/hedge-dev/UnleashedRecomp
No, your eyes aren't deceiving you. Sonic Unleashed actually has a native PC port now.
Essentially, Skyth and several other Sonic modders were able to do something similar to the N64 Recompilation project to Sonic Unleashed, thus bringing it to PC. As such, I've decided to record a bit of gameplay footage with what is arguably the game's most iconic stage.
It runs more or less flawlessly on my end, and the new video settings added, alongside mod support, are also a very nice touch. As for the game itself, it's still a lot of fun through and through, and I'd definitely recommend this.
That said, I do apologize if my gameplay is a bit rough here. Haven't played Unleashed in a while (I've been playing through the Kingdom Hearts games again as of late-), and also I get confused a bit since I'm using a HedgeModManager code that maps the homing attack to A/Cross (instead of X/Square) I get tripped up on the controls a few times. (And this is def going to trip me up if I alternate between this version and playing the game on my Series X kdjfgh)
I've decided that this will be my final Sonic mod for the time being. Simply put, I'm not enjoying making Sonic game mods as much I used to, so I've decided that I'll be retiring from that. There is a chance I might release some of my unfinished mods as-is, and probably do minor updates to the already-released ones if I need to.
In a way, it's kind of a book-end on my Sonic modding journey. The very first time I ported a stage (even if it never got far), was Sonic Adventure 2's Green Hill stage into Sonic Forces, and the final one I did are Green Hill stages from Frontiers into Shadow Generations.
I'll still do mods for other games, and make general Sonic videos, however. I generally want to try and branch out more if I can.
That said, this was a much more straightforward production cycle than the previous ones, having learned what to do in order to fix things. 3-2 was the easier one of the two to bring over though.
1-1 took a bit longer to do since I had to do a fix for the second autorun section, as Shadow would be flung off randomly. My solution? Essentially turn that area into a very brief 2D section. That way, Shadow stays on the path as intended, though there is a noticeable burst of speed.
Tool credits:
@Radfordhound - HedgeArcPack, HedgeSet
@hyperbx - RFL templates for Shadow Generations
@blueskythlikesclouds - RFL templates for Sonic Frontiers
@lightningwyvern3218, CleverChao, @Justin113D and co. - Blendhog Level Creator
@Kwasior - CRI UTF Tool for ACB injection
@angryzor - Shadow Generations DevTools (mainly used for the free camera mode for the stage's custom thumbnails, which aren't shown in this video)
In my previous video involving this game, I mentioned in the comments that I was going to figure out what other Cyber Space stages to port to this game. I settled on 1-5 and 2-3. These replace Space Colony Ark Acts 1 and 2.
The porting process was generally straightforward for 1-5. Unfortunately, cameras that were controlled by SwitchVolumes won't work, and I was unable to restore them. The stage is otherwise fully playable from start to finish on all pathways.
2-3 was a bit of a different story. Initially, the setdata conversion would break due to the DashRollers (the classic-style dash panels), and it took me a while to even figure that out. Somehow. But that got taken care of, and things went smoothly from there.
For the visuals, they are more or less the same as they were in Frontiers, as I copied all values from the scene data for each stage. However, the Cyber Space shaders had to be converted to the Common ones. The grind rail and floor models have also been brought over from Frontiers, and replace the ARK-themed ones.
All this said, do note that due to the differences in how Shadow controls in this game compared to Frontiers, playing through the stages will definitely feel different.
Tool credits:
@Radfordhound - HedgeArcPack, HedgeSet
@hyperbx - RFL templates for Shadow Generations
@blueskythlikesclouds - RFL templates for Sonic Frontiers
@lightningwyvern3218, CleverChao, @Justin113D and co. - Blendhog Level Creator
@Kwasior - CRI UTF Tool for ACB injection
@angryzor - Shadow Generations DevTools (mainly used for the free camera mode for the stage's custom thumbnails, which aren't shown in this video)
Just an experimental upload as I've never uploaded a short before. Probably not going to do this sort of stuff often, though I might do some more depending on how this does.
So last month, @Obliiv made a video where Sonic's footsteps in Sonic Generations were replaced with the metal pipe sound effect. This inspired me to make a mod that does the same thing to Sonic Frontiers.
Said video can be seen here - youtube.com/watch?v=PqyZfx9Y88I
If demand gets high enough, I'll polish up the rougher spots (currently this only affects Sonic) and release it.
As for the music used here, I made myself a mod that edits the jukebox to have some of my favorite tracks in gaming. So those are being played in-game.
Tool Credits:
@blueskythlikesclouds - SonicAudioTools
Other mods used:
Fixed Update 3 Power Boost Positioning by @weezley_ - gamebanana.com/mods/484247
Max Density LODs for Open Zones by Sous-Titre - gamebanana.com/mods/422987
Misc. Visual Fixes and Vibrant Color LUTs by me - gamebanana.com/mods/521856 & gamebanana.com/mods/413685
Subsurface Scattering fix by @ZEROES_07 - gamebanana.com/mods/512389
For the 3D act, I've decided to include Cyber Space 1-2. It was a straightforward porting process, and I didn't have to do any major changes to the object layout at all. Entire stage is playable from start to finish without any issues.
3-6 has had various improvements made since the last time I showed it. I placed some extra GUN beetles to compensate for the lack of a light-speed dash, and replaced the rotating floors with two large standard platforms (same size basically). Thus, the stage is beatable from start to finish now. I still have yet to fix the camera issue in the first wall jump section, but besides that I feel it's more or less complete.
Still unable to get the foliage brought over, since Shadow Generations doesn't use the density parameters at all, and trying to enable it doesn't seem to do anything. So just pretend that Sage might've accidentally deleted it or something, or Shadow just doesn't remember what the foliage even looks like.
Also the music hasn't been modded in yet, so I have the tracks being played via the bonus sound selection included in the digital deluxe version. That's why it doesn't slow down when I use Chaos Control.
Tool credits:
@Radfordhound - HedgeArcPack, HedgeSet
@hyperbx - RFL templates for Shadow Generations
@blueskythlikesclouds - RFL templates for Sonic Frontiers
@lightningwyvern3218, CleverChao, @Justin113D and co. - Blendhog Level Creator


