JoeTE
Sonic Adventure DX (2004 PC Version) - Metal Sonic in Speed Highway
updated
As is usual from me, this is not a straight port of the original Splatoon 2 models, but a recreation of the design that better fits Smash Ultimate's art style. In addition to the 2 main Octoling skins (using the Agent 8 designs,) the mod also includes the proper voice clips, a proper Octopus form in place of the Squid form, modified weapon designs, properly altered colors for the ink effects, and the usual UI edits.
There are more things I'd like to add to this mod in the future, such as additional alts, but those won't be happening for a while. I also intend to upload preview videos for the other Smash Ultimate mods I've made since late 2020, such as Brawl Wolf, KH1 Cloud, & KH Sephiroth.
If you want to try out this mod, you can download it here:
gamebanana.com/mods/306740
Additionally, you can find a tutorial for how to use Smash Ultimate mods here:
gamebanana.com/tuts/12827
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
I know another user already did a mod of this outfit, but again, this one's been done for a long time & was just waiting on non-limited texture sizes to be possible for mods.
Note that this isn't a straight port of the original P5D assets. I actually heavily reworked the meshes to better fit the polygon counts of Smash's models & remade the textures to be more consistent with Joker's main smash textures. This mod also comes with an accompanying Morgana edit, giving him his outfit from the same game.
If you want to try out this mod, you can download it here:
gamebanana.com/skins/180575
Additionally, you can find a tutorial for how to use Smash Ultimate mods here:
gamebanana.com/tuts/12827
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
Thus, my 3rd major Smash Ultimate model import to be released is this one of King Krusha K. Rool (K. Rool's boxing outfit from Donkey Kong 64.)
As might be expected, the Head, Crown, & Arms are still taken from K. Rool's original Smash model, but the rest is all custom. I've done my own personal "updates" to the outfit design, most notably the belt (which now serves as the mod's Belly Armor replacement.)
The renders used for this mod's UI Images are new ones I made specifically for this mod. Larger-res versions can be found here: imgur.com/a/4RBnGjR
If you want to try out this mod, you can download it here:
gamebanana.com/skins/177419
Additionally, you can find a tutorial for how to use Smash Ultimate mods here:
gamebanana.com/tuts/12827
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
My 2nd released Smash Ultimate mod is a model import of Dry Bowser. Compared to the Smash 4 mod I released last year, I've signficantly updated my own Dry Bowser model's quality, and made it better fit Smash Ultimate's art style.
However, the current modding limitations meant that I had to leave a few things out, including the eye/shell "facial expressions", a few details on the models + textures, a proper Giga Dry Bowser model revamp, and the ability to use this mod on extra slots (currently, it can only be used to replace ALL of Bowser's original slots. You can't mix and match Bowser + Dry Bowser skins either, it's all or nothing with this mod.) While I could have also added in voice clips, I didn't feel like making it now (I'd rather wait until filesize limits are gone, and also when we can add in new files instead of just replacing existing ones.)
The renders used for this mod's UI Images are new ones I made specifically for this mod. Larger-res versions can be found here: imgur.com/a/b6osr6k
If you want to try out this mod, you can download it here:
gamebanana.com/skins/172057
Additionally, you can find a tutorial for how to use Smash Ultimate mods here:
gamebanana.com/tuts/12827
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
My first Smash Ultimate mod is a model import of Koopa Kid (from the Mario Party series.) This uses a modified version of the model I made for the Sm4sh mod I made late last year.
The current modding limitations meant that I had to leave a few things out, including facial expressions, recolors, voice clips, and the redesigned Clown Car (though I did keep its color scheme intact from the previous mod.)
The render used for this mod's UI Images is also a bit bare-bones compared to some of Ultimate's official renders, though I intend to make it look better once I'm able to add in most of the other things missing from this mod.
If you want to try out this mod, you can download it here:
gamebanana.com/skins/170233
Additionally, you can find a tutorial for how to use Smash Ultimate mods here:
gamebanana.com/tuts/12827
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
As is usual from me, this mod includes both main skins, 3 recolors, and all of the usual UI images (including nametags.) The mod also comes with a voice pack for Koopa Kid (giving him the distinct roars/grunts he's known for having in the Mario Party series.)
If you've been using Smash 4 mods and want to download this Koopa Kid model import, you can find it here:
gamebanana.com/skins/166609
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
Also, credit goes to TheRealHeroOfWinds for making this mod's Splash Screen.
Like before, this mod is an edit of Cloud's normal model which gives him his outfit from Kingdom Hearts 1 (featuring new meshes & textures made to fit within Smash 4's art style,) but this time, I've also included Cloud's design from Kingdom Hearts 2 (which is just the standard Advent Children Design with Sword Bandages and other minor color/mesh changes.)
Also like before, the KH1 model has some extra SWG bones, giving physics-based movement to the cape, hip armor, sword bandages, and wing (with the sword bandage bones also being applied to the KH2 model.) The wing also uses MTA Vis0 animations, making it only appear during a few specific animations. ALL of these additions are 100% Wi-fi safe.
As is usual from me, this mod includes both main skins, 6 recolors (3 for each skin,) and all of the usual UI images. Each of the 6 recolors are inspired by various characters seen throughout the Kingdom Hearts series (and I made sure all of them would visually distinct from eachother, unlike most of Cloud's default recolors.)
If you've been using Smash 4 mods and want to download this updated Kingdom Hearts Cloud model import, you can find it here:
gamebanana.com/skins/156846
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
Also, credit goes to TheRealHeroOfWinds for making this mod's Splash Screen, and to KillzXGaming for making the tutorials I used when learning how to make SWG bones and MTA animations.
Also, credit goes to RandomGBystander for making the voice pack I used in this video. You can download that voice pack from the following link:
gamebanana.com/sounds/34106
Compared to the previous version of the mod, I've made some tweaks to the shape of his eyes + eyebrows, adjusted the hair a bit, and did a few bits of optimization. I also edited the mod's renders to match the changes I made to the in-game models (this applies to all 8 color schemes.)
Like I said when I first made the mod, I wanted to incorporate elements from both of his Helmetless designs seen throughout the franchise. Thus, I combined the general facial structure of his "Douglas Jay Falcon" design from F-Zero X with the eyebrow + hair style (and hair color) of his "Bart Lemming" design from the GP Legend Anime.
If you've been using Smash 4 mods and want to download this Helmetless Captain Falcon model import, you can find it here:
http://gamebanana.com/skins/156013
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
Like before, the mod includes the main skin, 7 recolors, 8-player smash models for all 8 colors (which now have the same polygon count and visual quality as the main models,) my own nus3bank of Ganondorf's Melee voice, and a Melee sword model (which has also been updated, featuring much less "blurry" textures than in the previous release.)
Shoutouts to TheRealHeroofWinds for making the Splash Screen used in this video's thumbnail.
If you've been using Smash 4 mods and want to download this updated Melee Ganondorf model import, you can find it here:
http://gamebanana.com/skins/154772
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
Also, about half a year ago, I made a mod that changes Bowser's flame breath to blue. That effect is NOT included with the Dry Bowser mod, but can be downloaded separately (with a link to it included later on in this description.)
Like before, the voice mod and the Bowser-emblem series icon are un-released mods I made which are not included with this Dry Bowser mod. I still have no plans to release them (partially since other users have made and released their own versions of both.) The splash screen used in this video's thumbnail was made by TheRealHeroofWinds.
Anyway, if you've been using Smash 4 mods and want to download this updated Dry Bowser model import, you can find it here:
http://gamebanana.com/skins/149147
If you want to make the flame breath blue on all of Bowser's slots, you can use this Blue Fire mod I made:
gamebanana.com/effects/5857
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
Most importantly, the mod is now solely capeless. Additionally, the wings now move a bit during animations that normally used Meta Knight's cape.
Shoutouts to TheRealHeroofWinds for making the Splash Screen used in this video's thumbnail.
If you've been using Smash 4 mods and want to download this updated Galacta Knight model import, you can find it here:
http://gamebanana.com/skins/148836
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
It's been over a year since I did my previous Wolf import, and now after a couple months of work and playtesting, a new version of the model import has FINALLY been released!
This isn't one of my usual wi-fi safe model imports, either. This is a properly proportioned import done as part of an actual moveset mod done as a collaboration between xOutfoxed, KTH, and I (with additional help from Xuman, Kuzama, KillzXGaming, Nin10Doug, and TheRealHeroofWinds.) The moveset mod (for the most part) replaces Fox with Wolf, giving him all of his moves from Brawl, along with his voice, effects, CSP's, etc.
There are still some relatively minor cosmetic and sound glitches present in the moveset that neither I nor the other collaborators have been able to fix yet, but the mod is otherwise complete (and the actual gameplay of the moves works quite well.) Additionally, some things have been fixed/updated after this video was recorded (such the Landmaster's cannon shot graphics, the side special's previously missing voice clip, and the volume of the landing sound.)
Like before, the model import I did for this moveset comes with 8 color schemes (the default, remakes of Wolf's 5 Brawl recolors, and two semi-original recolors,) and 8-player Smash models (which have the same smoothing and rigging quality as the main models.)
If you've been using Smash 4 mods and want to download this Wolf moveset, you can find it here:
gamebanana.com/gamefiles/6573
Also, if for some reason you only want to use the new Wolf model (but not the moveset,) I've released a wi-fi safe version of the Wolf model as a separate mod:
gamebanana.com/skins/152368
As is usual, I don't do mod requests, so please do not ask me to make any mods for you. Additionally, if you have any issues with the moveset itself, please direct them towards the actual Gamebanana page for the mod so that xOutfoxedx, KTH, and I will all have an easier time noticing them.
The new model has completely different UV-mapping, better topology, some mesh optimizations, and much better materials.
And before any of you ask, I didn't use any custom moveset mods in the first part of this video. I only used some of Sonic's unmodded custom specials, and some stat-changing equipment. And yes, the replay used is indeed the same one from my previous video of this mod. I just wanted to get this video done ASAP, so I got lazy.
If you've been using Smash 4 mods and want to download this Metal Sonic model import, you can find it here:
http://gamebanana.com/skins/152673
As is usual, I don't do mod requests, so please do not ask me to make any mods for you.
Virtual Hedgehog received some minor material and mesh fixes, for the sake of removing minor visual glitches.
Link Sonic got the same fixes as Virtual Hedgehog, AND I've added in recolors for the mod (along with newly updated UI images too.)
Both mods have also had lesser used UI images added to them, and and are now both compatible with the Meteor Skin Library application (a program for managing Smash4explorer workspaces.)
If you've been using Smash 4 mods and want to download the Virtual Hedgehog mod, you can find it here:
http://gamebanana.com/skins/149561
Additionally, you can download the Link Sonic mod from here:
http://gamebanana.com/skins/150247
As is usual, I don't do mod requests, so please do not ask me to make any mods for you.
This update includes higher-quality meshes and textures for the mask + hammer, non-messed-up meshes for the "normal" Dedede body/face, better looking UI images, and recolors.
Before anyone asks, I was making use of some of Dedede's custom special moves in this video's first match. Additionally, the Jet Hammer replacement seen here is just that one variant. If used, it will show up for ALL Dedede slots (and its color doesn't change when using specific Masked Dedede recolors.) This is due to limitations with how the Jet Hammer's model is loaded.
If you've been using Smash 4 mods and want to download this Masked Dedede model import, you can find it here:
gamebanana.com/skins/150011
Finally, as is usual, I don't do mod requests, so please do not ask me to make any mods for you.
You can find downloads for both the PC and Wii U versions of this update (and the mod in general) by clicking any of the 3 links below:
mega.nz/#F!8ApQSRoJ!qMfgAGs0ss-aJGvoZTQkRA
drive.google.com/drive/folders/0BxHRj_YHVbWYWGx4aDBUOUdSa2c?resourcekey=0-wHnyuoWDqgRk4tmTVbE9rg
mediafire.com/folder/inn6jqmysoeiw
Like before, the voice mod and the Bowser-emblem series icon are un-released mods I made which are not included with this Dark Bowser mod. I'm still not quite sure if I want to release them, since other users on Gamebanana have already made their own versions of both mods.
Anyway, if you've been using Smash 4 mods and want to download this Dark Bowser model import, you can find it here:
http://gamebanana.com/skins/151811
The Dry Bowser import seen in the video (which I made, and recently updated) can be found at this link:
http://gamebanana.com/skins/149147
As is usual, I don't do mod requests, so please do not ask me to make any mods for you.
Once finished, this update will give Metal Sonic his own animations for a few more actions (in place of the current proportion-fixed versions of Sonic's animations,) along with giving Metal Sonic his own set of "voice" clips and sound effects.
As seen in this preview video, the sound and voice edits have already been finished (though I may end up changing some of them by the time the update is released.)
I've entered it into the 2016 Sonic Hacking Contest, so feel free to check out the SHC site and vote for this mod (for any categories you think it could win in.)
The mod's SHC 2016 entry can be found at the following link:
http://shc.sonicresearch.org/entry/10
If you just want to download the mod without dealing with the SHC Site, click any of the 3 links below:
mega.nz/#F!tR4VQJoA!783Zp6pb65CY3llKyfhnMQ
mediafire.com/folder/inn6jqmysoeiw
drive.google.com/drive/folders/0BxHRj_YHVbWYWGx4aDBUOUdSa2c?resourcekey=0-wHnyuoWDqgRk4tmTVbE9rg
You can download it from here:
http://gamebanana.com/skins/149303
As is usual, I don't do mod requests, so please do not ask me to make any mods for you.
As of now, both versions of the mod's 1.0 update are nearly complete. While there's still a couple things I need to finish in each version before I'd consider them done (High-res HUD graphics for the PC version / Music + Metal Sonic Icon during stage selection in the Wii U version,) there's a good chance I'll finish and release both versions of the mod within the next week (instead of waiting until the 2016 Sonic Hacking contest like I originally planned. Though I still fully intend to enter the mod into the contest even if I release it early...)
Before you all get excited, I do want to stress that the Wii U version of the mod is NOT going to be one-for-one identical to the PC version. Below, I've made a list of features the will be exclusive to each version.
Features that will be exclusive to the Wii U Version:
A.) The ability to play through the 2 Nintendo DLC zones, the Circus Minigames, and the 2-player Race mode as Metal Sonic
B.) A Link-themed Metal Sonic "costume" for the Zelda Zone
C.) "Metal" Tails (from Sonic Generations: Episode Metal) as an ally in the Circus Minigames (in Zones 1 through 4, with Cubot still being the ally for Zones 5 through 7)
D.) Metal Sonic 3.0 as the opponent in the Two-Player Race mode
Features that will be exclusive to the PC Version:
A.) "Lite" and "Full" versions of the mod (The "Lite" version will only include Metal Sonic, Neo Metal Sonic, and a select few altered HUD graphics, allowing for more compatibility with stage mods. The "Full" version includes all of the mod's features. The Wii U version will only have a "Full" version since Lost World Wii U mods can't be easily mixed-and-matched like on PC.)
B.) High-res HUD graphics (only for specific HUD graphics in stages and the World map. All other HUD graphics will remain unaltered. In case this wasn't obvious, the original resolution for the HUD graphics look good on Wii U.)
C.) The high quality Metal Sonic model seen in recent preview videos for the PC version (Metal Sonic uses a lower-quality model in the Wii U version of the mod. Because the Wii U version runs at 720p, the difference in model quality will be nearly unnoticeable.)
D.) The ability to transform into Neo Metal Sonic (Explained below. Trust me, I'm just as annoyed about this as you guys likely are.)
Yeah, Neo Metal Sonic is exclusive to the PC version because the Wii U version of Lost World seems to be arbitrarily picky about what can and can't be modified in Super Sonic's .pac files. Every attempt I've made at putting Neo Metal Sonic into the Wii U version has resulted in the game crashing upon trying to load ANY level.
That's not to say that Super Sonic's files CAN'T be edited (since I've somehow gotten the Super form from my Virtual Hedgehog mod to work,) just that the Wii U version apparently can't handle the amount of edits Neo Metal Sonic requires...
So yeah, in the Wii U version, tapping the Chaos Emerald icon on the Wii U gamepad will turn you into regular un-modified Super Sonic... It sucks, but there just doesn't seem to be anything I can do about it at this time...
Also, on the subject of things not working in the Wii U version, I originally wanted to have Classic Metal Sonic be the partner in the Circus minigames. I had to settle with the Heroes-style Metal skin Tails because every attempt I made at putting different models over Tails led to either animation errors, or the altered models being completely invisible in-game...
For any of you wondering how to load this mod on Wii U (when it comes out, I'd recommend looking up how to run Wii U homebrew apps, along with how to use both the ddd/titledumper and Loadiine homebrew apps for Wii U. You'll need to make use of all of those to run the Wii U version of this mod.
One last note: Once Metal Sonic Lost World (Version 1.0) is released, I'll be taking a break from Lost World / Generations modding for the rest of the year to focus on making more Smash 4 mods. I'll still update this mod with fixes for any major bugs or glitches (and / or if I find a way to make Neo Metal Sonic work on Wii U) but I'll mostly be making mods only for Smash 4 throughout the rest of the year.
Before anyone asks, the 1st idle animation is based on a Classic Metal idle animation from Sonic Generations, the 2nd, 3rd, and 4th ones are slightly altered versions of Sonic's pre-existing idle animations from Lost World, and the 5th one is based on one of Metal's idle animations from Sonic 4: Episode Metal.
P.S. - If you've got one of those add-ons that makes videos automatically repeat, feel free to try it on this video. This video actually loops pretty well (even the sound loops a lot better than I thought it would.)
Anyway, within the 2 months since the last preview video, I'd been taking a bit of a break from working on this mod (and I'd been getting things set up for some future Smash 4 mods.) I recently started working on this mod again, and now have all of the features from the previous 0.5B release updated to match this new update's higher standards of quality.
As of now, all I've got left to do are the following things:
1.) Make unique Idle Action & Results Animations for Metal Sonic
2.) Fix up some more animations used exclusively in the WiiU version
3.) Make an appropriate model edit for the WiiU version's Legend of Zelda Zone.
4.) Find a good replacement character for Tails in the WiiU version's carnival minigames.
5.) Re-export all of the finished animations into WiiU-compatible hkx files (since I can't just copy-paste the animation files from the PC version.)
I'll make another preview video for the WiiU Version of the mod once I get most of those done.
Finally, my current plan is to release both the PC & WiiU versions of this mod's update during the 2016 Sonic Hacking Contest. I will DEFINITELY have this mod update finished by then, including proper explainations for getting the mod to run on WiiU consoles.
In this video, I go through the NiGHTMARE "DLC" Zone, and then take on Eggman Nega yet again (this time, with a better model for Eggman Nega, and a better color scheme for the robot.)
In other news, I've now finished "fixing" nearly all of Metal Sonic's animations. Now, all I have left to do are the following things:
1.) Make unique Idle Actions for Metal Sonic
2.) Make unique Results animations for Metal Sonic
3.) Fix the plane-driving animations + re-animate Metal Sonic's plane.
4.) Fix all 140 of Neo Metal Sonic's un-fixed animations
5.) Fix up some more animations used exclusively in the Wii U version (along with fixing a few animations that are seemingly unused in either version of the game.)
6.) Getting everything to work properly in the Wii U version of Sonic Lost World.
In this video, I showcase some more "fixed" animations (mainly the ice skating ones.) More importantly, I showcase some major changes to Metal Sonic's model(s).
First, I replaced Metal Sonic's eye meshes (and eye materials) with Sonic's original ones, which FINALLY makes the model support Sonic's pre-existing eye animations.
I did some tricks with transparent textures and an extra mesh in order to make the eyes look almost no different than they did in the previous few videos (well, other than the addition of a reflection map.)
Second, I added some purple fire effects for the engine in Metal Sonic's back (mainly for use in running animations.) These effects are part of Metal Sonic's model (rather than separate effect models,) and are hidden inside Metal Sonic's torso while not in use.
I'm still working on adding them into any appropriate animations that I'd previously fixed (the fire effects only show up during the main "running" animations at the moment.)
Finally, I gave Metal Sonic a clean circular shadow by replacing Sonic's shadow-model with the one used by the playable snowball.
I had to do some scaling manipulation to the skeleton in order to make the shadow appear at a normal size, since the Snowball's Shadow is normally way too big. Thankfully, I only needed to alter an otherwise unused part of the skeleton for this.
I also made a few other minor changes (such as the addition of some light-blue coloring on the fingers, a slightly better mesh for the sphere-cap on the back of Metal Sonic's head, etc.)
Here, I showcase a few more "fixed" animations (including a few that were previously only shown in the two Wii U videos,) and briefly give you guys a look at the now-finished model update for Neo Metal Sonic.
As of now, I've finished fixing about 75% of Sonic's original animations to work with Metal Sonic's custom skeleton. The animations I still need to fix are a few minor parkour animations, wisp animations, and some other rarely seen animations. Once I've gotten those done, I'll start making some unique Idle and Results animations for Metal Sonic.
Neo Metal Sonic wasn't shown for long in this video since most of his animations still need to be fixed up (I have to manually re-fix every animation he uses. I can't just re-use the animations files I made for Metal Sonic's normal form.) So far, his idle, "walking," "running," and boosting animations are the only ones that I've fixed.
If you want a better look at the updated model for Neo Metal Sonic, you can check out some screenshots and a render in the Tumblr post linked below:
http://joetegamemods.tumblr.com/post/145260383670
The Metal Sonic life icon is missing from the HUD because the 3 DLC levels use separate HUD graphic textures. I haven't actually any of the DLC-exclusive files yet, but I will have made any edits needed to the DLC files by the time I finish the mod.
Also, it's gonna be awhile before I'll be able to make Metal Sonic work properly in the Zelda Zone. Once I've gotten Metal Sonic to work perfectly in the Zelda Zone, I'll make a video of it.
In this video, I make it pretty clear that this is indeed the Wii U version (and not some overly elaborate PC mod,) while also showing off a few animations I hadn't shown in my April 30th video.
Of course, I also made sure to include some footage of the Wii U version's multiplayer mode, featuring both Metal Sonic and Metal Sonic 3.0 in place of the original game's Virtual Hedgehogs. Metal Sonic 3.0 uses the same model, materials, and animations as regular Metal Sonic, with only his textures being changed.
The Wii U mod is currently at the same level of completion as the upcoming 1.0 update for the mod's PC version. Once I complete both the Wii U and PC versions of this update and make them both available for downloading, I'll explain how to actually use the Wii U version of the mod.
By the way, the renders in this video's thumbnails were both made by me, and can be found at the following links:
http://joetegamemods.tumblr.com/post/143759258275 (For Metal Sonic's Render)
http://fav.me/da16vyr (For a downloadable full-size version of Metal Sonic's Render)
http://joetegamemods.tumblr.com/post/143872022505 (For Metal Sonic 3.0's Render)
http://fav.me/da1g3o1 (For a downloadable full-size version of Metal Sonic 3.0's Render)
I've made a bit more progress on the next Metal Sonic Lost World update. I've now "finalized" the model's topology, textures, materials, and normal maps. I've also finished fixing up some more animations. Instead of just showcasing the model through any of the game's normal stages, I decided to showcase it in Melpontro's Wave Ocean stage mod (for the sake of showing as many "fixed" animations as possible within a single stage.)
At this point, most of my focus for modding will be towards finishing this upcoming Metal Sonic Lost World update (for both PC and Wii U,) though I'll also be working on a High-Res HUD mod for Lost World, along with a few unannounced mods for Generations and Lost World that I've been wanting to make for awhile (although anyone who's seen me in certain stream chats might already know what one of these new mods is going to be.)
I've also been working on making Smash 4 versions of some of my SSBB model imports, starting with an already finished Galacta Knight model update (of course, I still need to wait for model importing to become possible in Smash 4 before importing Galacta Knight. Until then, the most I can do are some sound edits, a few recolors, and maybe Dark Bowser.)
I'm also going to use this opportunity to explain why I didn't release any updates for Sonic Simulations and Sonic Generations: Episode Metal in March (like I originally said I would back on Christmas.)
The update for Sonic Simulations didn't happen because the updated models were suffering from some seemingly unfixable errors whenever I'd test them in-game. I don't like releasing mods with noticeable model errors, so I'm going to hold off on updating this mod for awhile.
As for Sonic Generations: Episode Metal, the update was literally going to be the SHC 2015 build with some touched-up textures and animations. I felt doing just that would have been stupid, so I'm instead going to work on a completely new update for the mod once I finish the upcoming Metal Sonic Lost World update.
Finally, I'd like to bring up some accounts I have on other sites. Specifically, Tumblr ( http://joetegamemods.tumblr.com ), Sketchfab ( sketchfab.com/joetestrikesback ) and Twitter ( twitter.com/JoeTEGameMods ). Feel free to check out those other accounts of mine.
Some of you may also recognize this mission as being the basis for the Orbital Gate Assault stage in Super Smash Bros. for Wii U.
Like most of the videos in this playthrough, I showcase what you get for getting all 5 Secret Keys in each of these stages (remember that I collected the keys before this playthrough, so I had no way of showing where to find each key.)
Also, as usual, I end up wasting a lot of time killing enemies that I could have easily ignored.
Like most of the videos in this playthrough, I showcase what you get for getting all 5 Secret Keys in each of these stages (remember that I collected the keys before this playthrough, so I had no way of showing where to find each key.)
Also, as usual, I end up wasting a lot of time killing enemies that I could have easily ignored.
Also, from this part onward, the footage is now in full 16:9 widescreen (no more thin black bars on the left and right sides of the videos.)
Like most of the videos in this playthrough, I showcase what you get for getting all 5 Secret Keys in each of these stages (remember that I collected the keys before this playthrough, so I had no way of showing where to find each key.)
Also, as usual, I end up wasting a lot of time killing enemies that I could have easily ignored.
Part 6 will be uploaded next Friday at around 12:00 PM Eastern Time.
Like most of the videos in this playthrough, I showcase what you get for getting all 5 Secret Keys in each of these stages (remember that I collected the keys before this playthrough, so I had no way of showing where to find each key.)
Also, as usual, I end up wasting a lot of time killing enemies that I could have easily ignored.
Like most of the videos in this playthrough, I showcase what you get for getting all 5 Secret Keys in each of these stages (remember that I collected the keys before this playthrough, so I had no way of showing where to find each key.)
Also, as usual, I end up wasting a lot of time killing enemies that I could have easily ignored (especially in Sky Troops, as far as this part is concerned.)
Like most of the videos in this playthrough, I showcase what you get for getting all 5 Secret Keys in each of these stages (remember that I collected the keys before this playthrough, so I had no way of showing where to find each key.)
Also, as usual, I end up wasting a lot of time killing enemies that I could have easily ignored (except in The Doom, where I instead wasted a bunch of time HEALING enemies I could have easily ignored. I really like going full pacifist when playing through that stage.)
Like most of the videos in this playthrough, I showcase what you get for getting all 5 Secret Keys in each of these stages (I collected the keys before this playthrough, so I had no way of showing where to find each key.)
Also, as usual, I end up wasting a lot of time killing enemies that I could have easily ignored.
Throughout this Star Fox Assault playthrough, I'll be playing each stage in Mission Mode, with the mid-stage cutscenes edited out. Each stage is being done on Gold Rank, and I'll be getting the Gold Medals (along with all 5 Special Flags) in each stage.
Additionally, this one will be in 1080p 60fps via the Dolphin Emulator. Surprisingly, this is one of the few games that runs so well on my PC. Additionally, I got the game to work properly in Widescreen by using the Widescreen Fix code mentioned at: wiki.dolphin-emu.org/index.php?title=Star_Fox:_Assault
This is yet another game playthrough that I'm uploading to fill up some downtime. This time, its of Shadow the Hedgehog (its unlockable Expert Mode, to be specific.)
There will usually be 3 stages in each of these parts, and most of the stages were completed without any on-screen deaths. Additionally, I showcase what you get for getting all 5 Secret Keys in each stage (However, I collected the keys before this playthrough, so I had no way of showing where to find each key.)
I'll also admit that I ended up wasting a lot of time killing enemies that I could have easily ignored, so I'm gonna apologize in advance for that.
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If you're watching this video at any resolution lower than 1080p, the HUD graphics aren't going to look too different. Sadly, even if you are watching at 1080p, the video compression artifacts might still make it hard to see the difference...
For a better example of what this mod changes, I've made an Imgur Gallery showcasing screenshots from this mod along with un-modded screenshots: http://imgur.com/a/X6uVe
Anyway, this High-Res HUD mod replaces most of the HUD textures with new high-res textures. I re-created most of the HUD textures at double their original resolution (though a few of them were only made at 1.5x their original resolution.) This mod is best used when playing the game at 1080p (though most of the in-stage HUD textures will also look fine at 1440p.)
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You can download the standalone High-Res HUD mod from this MEGA shared folder:
mega.nz/#F!IdwwSZoK!Yx2ToA6O5VxdJko4oeE4Fw
OR
You can download the standalone High-Res HUD mod from this Google Drive shared folder:
drive.google.com/drive/folders/0BxHRj_YHVbWYWTRUNVcwVVZRWWc?resourcekey=0--rdonm0qC40VxKuuSsYc3A&usp=drive_link
Additionally, you can download all of my past Generations mods (and any other Generations / Lost World mods I make in the future) from this MEGA shared folder:
mega.nz/#F!xV4FjS7R!UiSrV3dKq3PMGc0dsJdhSw
OR
From this Google Drive shared folder:
drive.google.com/drive/folders/0BxHRj_YHVbWYcUNvdzFaVlByV1E?resourcekey=0-hoZkXOCKmPR8kA3hqMjUFQ&usp=drive_link
If you notice any problems with these links (as in, problems with these download links specifically, rather than problems with the sites they're hosted on,) do feel free to notify me so that I may fix them.
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Compared to the previous release (Version 6.25, which is now 3 years old,) this update has the following changes:
1.) Some minor model touch-ups for the Super Sonics, Super Shadow, Super Silver, Super Knuckles, both Super Tails, and Burning Blaze, plus a major model replacement for Classic Neo Metal Sonic (using the model from Sonic Generations: Episode Metal)
2.) Much needed improvements to the Hyper Sonic models, the ball-form models for the two Hyper Sonics, and Modern Hyper Sonic's boost effect. Also, the Super Emeralds now appear while transforming into Hyper Sonic.
3.) "Fixes" have been made for the animation edits I previously made, and a few more animation edits have been added in.
4.) The "alternate costumes for non-Super characters" gimmick has been removed.
5.) Various HUD assets have been re-made, and are now at a higher resolution (suitable for use in 1080p/1440p.)
6.) Various effect and object models have also been updated to account for certain characters being in their Super forms.
7.) The mod's files have been restructured. It now uses the same "Full Version" and "Lite Version" method I previously used in Sonic Generations: Episode Metal (rather than the "Main Files" & "NPC+HUD Files" method.)
8.) The Save File mod has been updated with a new save file. The new save file features slightly different pre-made skill sets, and also has all of the hidden statues unlocked this time.
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The new skill sets included in the updated "Super Sonic Generations: Save File" mod are as follows:
Classic Skill Set 1: Hyper Sonic, Acceleration, Power Brake, Long Spin Dash, Homing Attack
Classic Skill Set 2: Hyper Sonic, Thunder Shield, Twin Spin, Long Spin Dash, Acceleration
Classic Skill Set 3: Hyper Sonic, Fire Shield, Athleticism, Long Spin Dash, Acceleration
Classic Skill Set 4: Hyper Sonic, Aqua Shield, Invincible Start, Long Spin Dash, Acceleration
Classic Skill Set 5: Hyper Sonic, Homing Attack, Power Sneakers, Acceleration, Power Brake
Modern Skill Set 1: Hyper Sonic, Blast Off, Acceleration, Trick Mastery, Power Brake
Modern Skill Set 2: Hyper Sonic, Blast Off, Acceleration, Auto-Gauge, Thunder Shield
Modern Skill Set 3: Hyper Sonic, Blast Off, Acceleration, Power Stomp, Fire Shield
Modern Skill Set 4: Hyper Sonic, Blast Off, Acceleration, Invincible Start, Aqua Shield
Modern Skill Set 5: Hyper Sonic, Blast Off, Acceleration, Power Sneakers, Power Brake
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Not shown in this video is that I have also updated Sonic Generations: Hyper Sonic Edition with the new Hyper Sonic models and effects. Do note that it no longer has a unique Title screen, and doesn't come with any high-res HUD assets (since you can just use my upcoming standalone high-res HUD mod for that.)
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You can download Super Sonic Generations (2016 Edition), Sonic Generations: Hyper Sonic Edition, and all of my past Generations mods (and any other Generations / Lost World mods I make in the future) from this MEGA shared folder:
mega.nz/#F!xV4FjS7R!UiSrV3dKq3PMGc0dsJdhSw
OR
You can download Super Sonic Generations (2016 Edition) and Sonic Generations: Hyper Sonic Edition from my new Google Drive shared folder (my other mods will be added to it later):
drive.google.com/drive/folders/0BxHRj_YHVbWYcUNvdzFaVlByV1E?resourcekey=0-hoZkXOCKmPR8kA3hqMjUFQ
OR
You can download Super Sonic Generations (2016 Edition) from its old Mediafire folder:
http://www.mediafire.com/?df2j9eoe0l61g
OR
You can download Super Sonic Generations: Hyper Sonic Edition from its old Mediafire folder:
http://www.mediafire.com/?9az71rdabubbg
OR
You can download Super Sonic Generations (2016 Edition) from its ModDB page:
http://www.moddb.com/mods/super-sonic-generations
Yep, this mod can be downloaded from 4 different locations (or 3 in the case of Hyper Sonic Edition.) Also, if you notice any problems with these links (as in, problems with these download links specifically, rather than problems with the sites they're hosted on,) do feel free to notify me so that I may fix them.
In general, this video showcases almost everything that has been changed since the previous progress video (and also most of the changes made since the previous 6.25 update.)
I'd also like to announce that this update will be available for download starting on February 20th, 2016 (which you may recognize as being the 3rd Anniversary of the mod's previous update, as seen in its mod.ini file.)
Additionally, while I do not currently have a specific date set for the other 3 mod updates I announced on Christmas (a Sonic Simulations update, a Sonic Generations: Episode Metal update, and the Standalone High-res HUD mod,) I still plan to release them sometime between the last week of February and the first two weeks of March.