Uploaded July 2026 | Updated September 2026, 2 weeks ago
Mod download: nexusmods.com/sonicxshadowgenerations/mods/4
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
Mod download: nexusmods.com/sonicxshadowgenerations/mods/4
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


![[OLD] Sonic Lost World (PC) - Windmill Isle Act 1 Proof-of-Concept
One day, I was bored, so I wanted to try doing a basic terrain import of Windmill Isle Act 1 to Sonic Lost World. Thankfully it wasnt hard too hard to do, but some terrain models kept crashing the game, so I had to remove several of them. Some materials dont work as intended either, such as the Blend shaders. I also doubt Ill finish this as well.
Credits:
Me - Terrain import, object placement, spline porting, music porting, GI porting
Team Unleashed - Original assets (https://www.youtube.com/watch?v=LBE2EFNQoEo)
Skyth - SkythTools (gensMaterial2SLW and GIA Cropper were used) (https://github.com/blueskythlikesclouds/SkythTools) and SonicAudioTools (https://github.com/blueskythlikesclouds/SonicAudioTools)
Radfordhound - HedgeArcPack (https://github.com/Radfordhound/HedgeLib)
Discord Server: https://discord.gg/hq3TSPT [OLD] Sonic Lost World (PC) - Windmill Isle Act 1 Proof-of-Concept](https://i.ytimg.com/vi/O-KdFN9UBN4/mqdefault.jpg)
![Sonic Forces (PC) - Apotos Entrance Field [Release]
Mod download: https://www.nexusmods.com/sonicforces/mods/28
This is something that I had been working on and off on since at least May 9, 2022, if not longer. Essentially its 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 Unleasheds 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 Ive gotten the stage to the best I can possibly get it to be, Ive decided to release what Ive 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 Sonic Forces (PC) - Apotos Entrance Field [Release]](https://i.ytimg.com/vi/OGkb1Xcrk2E/mqdefault.jpg)
![[OLD] Sonic Forces (PC) Mod Showcase #71 - Game Land
Mod by SWS90 - https://www.youtube.com/watch?v=JCQ_MdzT3Ss [OLD] Sonic Forces (PC) Mod Showcase #71 - Game Land](https://i.ytimg.com/vi/OKnVtURxpq8/mqdefault.jpg)

![[OLD] Sonic Forces (PC) - Windmill Isle Act 1 (WIP #4)
Changes since last video:
-Due to some complaints, the invisible dash panels and jump board after the loop have been removed.
-The gismos can now be moved. Its the closest well get to them being able to break.
-Ambient sound has been added (Thanks to Beatz!)
CREDITS:
originalname923 - Objects, gismos, grindrail spline, skybox
Me - Cubemap, autorun/quickstep triggers, getting the gismos to show up and move around
Beatz - GI porting, water, misc RFL editing and ambient sound
PTKickass - GensToForces Level Converter
ĐeäTh - ForcesGISMEditor
Team Unleashed - Terrain and object placement from the Unleashed Project Mod
Freedoman - World map text for Apotos (replacing City, not shown in video) [OLD] Sonic Forces (PC) - Windmill Isle Act 1 (WIP #4)](https://i.ytimg.com/vi/PGz_Faj32Ks/mqdefault.jpg)
![[OLD] Sonic Forces (PC) - Shadow in Egg Gate and Luminous Forest
Shadow in All Sonic Stages by N69vid - https://www.youtube.com/watch?v=1VNgXqxqZHw
Shadow isnt playable in Egg Gate and Luminous Forest due to there being quick-time events. N69vid made a mod that lets Shadow play in those stages, but he turns into Sonic when a QTE happens. [OLD] Sonic Forces (PC) - Shadow in Egg Gate and Luminous Forest](https://i.ytimg.com/vi/POdV05RVGj4/mqdefault.jpg)

![[OUTDATED] Sonic X Shadow Generations (PC) - M&S Tokyo 2020 Shibuya Scramble Crossing Terrain Import
Updated showcase video: https://youtu.be/nWUqY7pkKQQ
Mod download: https://www.nexusmods.com/sonicxshadowgenerations/mods/20
Do note the skybox is missing! This was filmed before the mod had been released, which fixes this issue.
Yes, I know that the game will be receiving a Sonic Movie 3 level that has this exact location here, but that doesnt stop me from doing this.
Since Shadow Generations was built off of Frontiers, the file formats and structure are identical. And of course, this means Ive brought over that Shibuya map from M&S Tokyo 2020. Completely straightforward process.
As shown here, the GI lightmaps/shadowmaps, and colored light-field are all ported over from the source material. Shadow Generations uses a hybrid of the dynamic ones from Frontiers for outdoor areas, and the colored ones from Forces/Olympics/Sakura Wars in indoor areas, while only using baked GI in the indoor areas of stages (Sunset Heights sewers, Chaos Island temples, etc.). This shows the colored light-field and baked GI being used in an outdoor area.
Also as with the Frontiers port, the music track Im using for this is Freedom Buzz Dance from Persona 5 Strikers, as I feel the track not only goes hard (its my favorite track from that game), but also, it fits the maps vibe well. Seeing as audio modding is literally the same as in other games that use the CRIWARE ACB/AWB formats, I went ahead and did that.
Tool credits:
@Radfordhound - HedgeArcPack
@BeatzYT - HedgeArcPack SXSG build
@hyperbx - RFL Templates
@blueskythlikesclouds - SonicAudioTools [OUTDATED] Sonic X Shadow Generations (PC) - M&S Tokyo 2020 Shibuya Scramble Crossing Terrain Import](https://i.ytimg.com/vi/QB4KVSqjByM/mqdefault.jpg)
