Darío
Sonic Generations PC Unleashed Porting - Sonic returns to Greece
updated
The mod has now entered a public technical preview phase. You can try it out for yourself, but keep in mind this is in a very early state and you'll likely encounter plenty of visual and performance problems.
The makers of this modification are in no way affiliated with, or claim ownership of material created by Nintendo Co., Ltd. Please support the official release.
Check out the mod here: github.com/DarioSamo/sm64rt
Super Mario 64 - Staff Roll [Remix] by Qumu: youtube.com/watch?v=z1XxUCz-e9k
Follow me on Twitter for more updates: twitter.com/dariosamo
Work in progress mod for the community-made Super Mario 64 PC Port.
Follow me on Twitter for more updates: twitter.com/dariosamo
(Yes, it's an RTX 3090)
I recommend playing the level first by because most of the fun comes from the surprises, but if you want to spoil it I tried to make a blind playthrough as best as I could.
I always like seeing the creativity involved in making troll levels, but I'm not a big fan of how repetitive and mean they can get given most of them try to kill you or make you redo a lot of progress. So I set out to make a troll level where the proper path is to actually let the level trick you and still make progress by doing so.
A fun attempt at getting used to working with the 3D World style. The style has a lot of potential, but there's some glaring omissions in the tileset that would've made my life much easier when making this level.
Level ID: 3YC-H94-F8G
I recently did a poll and about 50% of you answered you'd like to see some Mario Maker 2 content. Since I'm enjoying the game a lot, I figured I might as well record whatever I make so you can all enjoy it.
This doesn't mean that I won't upload Sonic content anymore, but there's not much we can do with that until a good 3D Sonic game releases again...
Original mod streamed with Melpontro: youtube.com/watch?v=o_X8o2u1Zew
Emulator: rpcs3.net
Version: rpcs3-v0.0.6-8143-85920253
Settings: PPU LLVM Recompiler, SPU LLVM Recompiler, Vulkan Renderer, 440% Resolution Scale. Everything else on default settings.
CPU: i9 9900K
GPU: NVIDIA GEFORCE GTX 1080
RAM: 16 GB DDR4 @ 3200 MHZ
For real though, this emulator is ridiculously impressive. Bar a few graphical glitches it seems like it's almost playable as of the last few updates (although I haven't tried to play it in its entirety yet).
Emulator: rpcs3.net
Version: rpcs3-v0.0.6-7972-df3b46a6
Settings: PPU LLVM Recompiler, SPU LLVM Recompiler, Vulkan Renderer, 200% Resolution Scale. Everything else on default settings.
CPU: i9 9900K
GPU: NVIDIA GEFORCE GTX 1080
RAM: 16 GB DDR4 @ 3200 MHZ
RPCS3 is an experimental open-source Sony PlayStation 3 emulator: rpcs3.net
Support RPCS3's development: patreon.com/Nekotekina/overview
Emulator: RPCS3 0.0.5-061c95b5-rsx_volatile
CPU: i7 6700K @ 4.2 GHZ
GPU: GIGABYTE G3 GTX 1080
RAM: 16 GB DDR3 @ 3200 MHZ
Vulkan renderer with 300% resolution scaling. May need to increase this further to reach true 4K at horizontal resolution since the game is not native 720p IIRC.
Recorded with NVIDIA Shadowplay @ 4K 120 MBPS
You can see the layout of this stage roughly matches the level shown on the first leaked trailer of Unleashed: youtube.com/watch?v=2atOJMpqDYk
The geometry of the level is missing, but the collision and the objects remain untouched. It should be fairly easy to make it playable, but without terrain being visible.
SonicGLVL was used for visualizing the layout: github.com/DarioSamo/libgens-sonicglvl
Xenia: github.com/benvanik/xenia
SceneEffect file edited to remove post-processing to be able to see the actual game.
I haven't done anything related to Xenia so far but a few lines of code changes, so most of the work in this video is very much theirs! All I did was play the demo with an edited AR file to disable post-processing.
CPU: i5 2500k @ 4.4 GHZ.
GPU: Nvidia GTX 970
Gamersyde Mirror: http://www.gamersyde.com/thqstream_empire_city_with_cinematic_motion_blur_at_60_fps_post_edit_-u7YmvuDFG8d21zp7_en.html
Same concept as the previous Rooftop Run video. A combination of Twixtor + After Effects, a 1/4 speed recording (time hack), and with the WIP Unleashed Xbox 360 shaders from my previous video. But now with 60 FPS on Youtube as well! Empire City's transformation with these shaders is quite amazing.
Total render time was about 2-3 hours. For only 3 minutes of footage!
You can see there's a lot of bugs related to objects not having texture animations or the wrong blending modes at the moment. I can't work much on it yet but the results are pretty promising so far.
All my videos will have 60 FPS support from now on whenever possible. Let the 60 FPS era begin!
NOTE: No Unleashed Shaders used in this video (it was recorded about 3 months ago), only the regular ones! I'd use them but not all stage shaders are converted yet.
Youtube 60 FPS is out! Use 720p or above and an HTML5 compatible browser (try it out on Chrome). The option should appear in your quality settings labeled as well.
All my videos will have 60 FPS support from now on whenever possible. Let the 60 FPS era begin!
0:00 Windmill Isle Act 1
0:40 Windmill Isle Act 2
2:49 Savannah Citadel
4:40 Rooftop Run
8:30 Dragon Road
11:29 Cool Edge
14:18 Arid Sands
16:44 Empire City
18:55 Jungle Joyride
All my videos will have 60 FPS support from now on whenever possible. All Classic stages and all Unleashed Project stages uploading as soon as possible. Let the 60 FPS era begin!
0:00 Green Hill Zone
1:52 Chemical Plant Zone
3:36 Sky Sanctuary Zone
5:42 Speed Highway
7:35 City Escape
10:25 Seaside Hill
12:36 Crisis City
15:02 Rooftop Run
17:22 Planet Wisp
The mods used in the video are:
- A modified version of the Unleashed Project, with restored textures and materials to their original versions (for the sake of comparing accuracy). Any re-textures will likely need to be re-done again in a much more accurate way to the originals.
- Zoney's Unleashed Model Mod along with several general object replacement mods (springs, etc.), using their original materials as well.
- Unleashed Shaders mod which includes all the converted Xbox 360 shaders so far. This has nothing to do with the "Unleashed FxPipeline Shaders" mod (commonly misunderstood as "Unleashed Shaders" mod), which all it does is modify the regular Generations shaders to be compatible with FxPipeline and does minimal changes to the game's overall shading style.
- Regular FxPipeline .exe generated by SonicGMI, hex-editted to increase the Shadowmap resolution.
Every single thing rendered by the game except for post-processing effects has been ported from the Xbox 360 version of Sonic Unleashed. This was done by developing a converter that takes Xbox 360 GPU Microcode Vertex/Pixel shaders and outputs a PC compatible one. There's quite a lot of issues that need to be worked out first with the converter and it's very inefficient performance wise, but the results so far are pretty cool to look at. It's pretty similar in theory to something like Xbox 360 GPU Emulation, but in a very specific way catered to everything that is compatible between both Unleashed and Generations. There's a lot of specific hacks that are done by the converter for stuff like fog/depth buffers/shadowmaps to work properly.
By going directly to the source of how stuff is rendered and porting it exactly from the game the stages are designed for, we put an end to most material inaccuracies. Porting post-processing effects on the other hand is a bit impossible due to needing to change how the rendering pipeline works in the first place. There may be a few general differences in color tone, but keep in mind the PS3 version of Unleashed is the one that has accurate color, while 360 has a bad Gamma curve. Capturing devices, even Nvidia's own Shadowplay which was used for this video, can also introduce color alterations.
Note: This is NOT a post-processing effect in the vein of SweetFX or an injector. It completely changes the way the game's materials are rendered pixel by pixel, and even adds support for new types of materials. It's just a regular Sonic Generations mod like any other.
I will probably upload a few more previews of other stages that had a pretty nice transformation overall, but keep in mind this is nowhere near done yet and is pretty much the first tests of the conversion.
Here's a nice Screenshot album of what I have so far: http://minus.com/miANoRITrcx95
NOTE: This is NOT a post-processing effect in the way tools such as ENB work, this completely overrides the way the game actually renders, and it's used just like any other mod for the game. No D3D injectors or such were used, so getting what you see in the video is a really painless process.
Download: drive.google.com/file/d/0B1CzI_WhoSoCYVEzY2dpZmZDV3c/view?usp=sharing&resourcekey=0-HRgmtryqBlaqFwzWGoPMzg (requires SonicGMI)
Compatible with both FxPipeline and regular renderer. Do not use the FxPipeline shaders mod, use this one instead!
I've also included a separate mod which includes some custom textures that fit better with the shading style (used in this video), since the regular game textures are way too detailed and realistic. The only Stage textures I modified are GHZ and SSZ Modern. Keep this in mind when trying it with any other stage than the ones shown in the video. Anyone's welcome to do texture mods for stages if they want to so it fits better with this mod!
I probably won't work on it much more, but any future updates would probably be about getting the Lightfield (so objects don't look out of place) and blending materials to work.
Features that have been worked on since the last video:
- Object Palette and Object Placement
- Object Property Editing: Only common properties will show up if objects of multiple types are selected, and they can all be edited at the same time, making stuff like enabling shadows or tweaking ranges much easier.
- Object Property Interfaces: Each property type is being given much more control with its own type of window pop-ups when editing. Vector and Vector Lists have nodes that show up in the main Viewport and can be dragged around, changes to properties can be easily undo/redo'd.
- Visibility Toggles for Collision/Objects/Terrain
- Graphical Options and (partial) Framebuffer effects support: stuff like water/glass refraction shaders works now.
- UV anim support: animated textures such as sky, objects, waterfall, etc.
- WIP Camera Manager with priority system to handle camera previewing along with transitions as accurate as possible. Still in very early stages, but with enough research into the cameras, it should be possible to get good playback.
- Havok Skeleton and Rigging support for the .model files used both in templates and the ghost. Previously the Ghost's model was just a custom Ogre .mesh. Now it uses the original chr_Sonic_HD.model, which is why his shading looks pretty similar to in-game.
- Omni lights support. Now stages like Chemical Plant with its multiple colored lights look much more accurate.
- Gizmos have been reworked to move much more accurately.
- Paths now properly use the tangent vectors included in the game to give an accurate and smoothly curved representation of the splines in the editor. They're also colored differently depending on their function (2D, Quickstep, Dash, Guide, Grind Rail).
- The ghost attempts to keep track of when it goes through mode changers or objects that affect its current movement mode, since it's pretty much needed to get accurate playback of the cameras. Whenever the player is not affected by a camera, it will try to use the "default" camera that the game calculates for it based on the current movement mode. (If it's in 2D, it'll change to be a sideways camera, in 3D it's a forward camera, etc.)
As always, update coming out "When it's Done" (tm) and once it reaches feature parity with 0.5.7.
Just a little (horrible) experiment that I thought of when I was testing my camera previewing functions in SonicGLvl. More updates coming on that later.
Not gonna do anything with this (because it hurts to play), but if you want to try it out for yourself, getting the "orthogonal/isometric" effect is just using an ObjCameraParallel with a very low FOV and a fixed angle (This video uses an FOV of 5).
The other major issue right now is that if I want to implement GI Previewing for big levels, I'll need to work on a streaming system like the Hedgehog Engine to only put the High-Quality version of the GI on the nodes close to the camera. Otherwise, most big levels like Rooftop Run or Jungle Joyride just make the editor crash due to running out of VRAM.
I believe this will come extremely useful later for quick previewing of both Terrain and Dynamic Models, since the current method of testing the material changes by switching between the game and the editor is way too annoying to test with.
This update will be released When It's Done (tm). The current state of the editor does not have anywhere near the amount of features the last stable release has, so it's not very useful at the moment.
I rendered an alternate version of this video at 60 FPS with less blur compensation if you want to check it out.
Download 60 FPS 50 mbps version: mega.co.nz/#!uRpVgaRI!-Pt8A195XYc38RwSuAgih0cFu4-xgIoHeoAgSM_wC8w
Youtube 60 FPS Version using HTML5 2x Speed Trick: youtube.com/watch?v=Cq9nSpYIrwk
Notes:
- The amount of physic quirks that get affected due to using the Time Hack to slow down the game end up changing the gameplay a lot, so this can't really be an alternate recording method, just an experimental one.
- It took around 2 hours and a half to render this video in Raw (no encoding), and it's only 4 minutes of final footage.
- The HUD and the in-game Motion Blur were disabled to help the motion tracking. On my last videos, due to not being careful with that, a lot of inaccurate and confusing blurring is present.
- Playing the stage for 16 minutes vs 4 minutes isn't very fun.
- Due to having to speed up the footage, RIP Sound Effects.
- I used 4k Object Shadows, which is why Sonic has such great quality self-shadows.
- My last videos were only done with 60 FPS tracking. This one's done with 240 FPS in total after being sped up, which allows me to add the post-edit blur to the 60 FPS version.
- After dealing with Youtube's shit for the entirety of yesterday, I've come to the conclusion that their bitrate caps are just terrible. Therefore, I recommend at least turning up the quality to 720-1080p and using the small/medium player for much better quality.
- Done using Twixtor plugin for After Effects.
Now back to work on something actually useful.
I'd like to see what you can do with it.
My Twitch channel: http://www.twitch.tv/dario_ff
The full VODs are here:
youtube.com/watch?v=3uTAo_ldlqw
youtube.com/watch?v=azYYnostSYk
The viewers were able to control the game's speed in real time as I played through it by typing into the chat. Words such as fast or slow were recognized, but there were other hidden special commands that they eventually figured out. These special commands had different cooldowns, because otherwise it'd have been pretty impossible to defeat the game.
Bobby the Bobsleigh debuts in his new adventure titled "Bobsleigh Unleashed". Immerse yourself in a world of exciting adventure, fast-paced action and skillful platforming. Enjoy a gripping storyline full of amazing twists, betrayals and romance. Can you discover the hidden secret behind Professor Pickle's deep passion for cucumber sandwiches?
"Bobsleigh Unleashed" will be available for sale this holiday season, at the low price of $99.99. Pre-order now at Walmart for an exclusive military-themed skin that protects Bobby from damage twice as well than his regular paint.
Footage recorded by TwilightZoney: youtube.com/user/twilightzoney
60 FPS Video: mega.co.nz/#!WVxXDCQZ!wKoxnYh2bq1gMGRkRU_TV3jgN4r6_K5RNibEbs0J1zc
I did not make this level at all. Only thing I helped with was correcting the GI's color and rendering a Lightfield. If you want to leave feedback about the level, do it on Paraxade's video.
Got a new GPU last month, so might as well test Shadowplay 60 FPS 1440p to 1080p recording. I went for Nvidia this time around because Shadowplay is pretty great for recording footage, and it does save me on getting a capture card. I went stupid with the Motion Blur here for Science (tm), but I probably won't do that the next time.
Still working on stuff that I can't really do a video about because there's not much to show visually yet (unless someone gets excited about seeing C++ files on a screen).
The next version of SonicGLvl is a complete re-write of the entire codebase and redesign of how the object database is managed. Since the first versions of the editor were based from a design of just being a simple object editor, it got very hard to expand its features properly without everything getting very messy. The new design of the codebase now has a completely independent library that handles most formats related to the game, while the project for the editor itself just handles anything related to the interface.
Some of the best improvements from this redesign will be, for example, the inclusion of an undo/redo system and the ability to manipulate almost anything on the level, not exclusive to objects alone. Other experimental features done so far are the usage of the Havok SDK for displaying collision (and animations in case of the ghost), FBX Importing/Exporting instead of relying on Ogre exporters, support for .model files for representation of objects, dynamic terrain streaming for loading a level, and lots of precision improvements to the movement system. I'd like to showcase some of these features later on as they get more finished.
Version 0.9 has no expected release date as I'm just actively developing it until it gets to a usable state. At the moment it is nowhere near as feature complete as the latest stable release, since everything is being re-implemented from scratch. It's pretty much impossible to develop a stage as it is right now. Since my current aim of the editor is developing a level myself instead of editing existing ones, I'll make sure to add as many features as possible to make the workflow much easier. It currently spans over 20k+ lines of code, and there's still a lot more to write.
Have a happy new year!
Go to 3:38 if you want nausea.
It doesn't include HUD or Voice replacements. There's no need to repackage this mod with stuff like that, because it will be compatible with them on its own anyway. An update with a HUD edit would only be done in the event that the file format for it is completely cracked, instead of doing a simple texture edit.
Download: mediafire.com/?hcssm3uus6r5fj8
*Updated to v1.0.1, fixes the skateboard animations and a short hop animation*
I had a lot of fun editing this trailer! This is probably as much as I'll use the Lost World soundtrack for a single day tho.
Article: http://www.moddb.com/mods/sonic-generations-unleashed-project/news/technical-breakdowns-posted-unleashed-sonic-mod-released
Subscribe to TwilightZoney here: http://youtube.com/twilightzoney
It's a compilation of the various revisions the White World went through development. The article this video is part of is the technical breakdown I had promised after release of all the software and workarounds used for making this mod. The first article also has the release of my Havok 360 to PC converter for the public. I hope this ends up as a useful resource for modders.
Check out the 3 articles here:
Article 1: http://www.moddb.com/mods/sonic-generations-unleashed-project/features/early-research-and-software-development
Article 2: http://www.moddb.com/mods/sonic-generations-unleashed-project/features/level-development
Article 3: http://www.moddb.com/mods/sonic-generations-unleashed-project/features/late-research-and-white-world
I thought this would be a fun way to wrap up the year. We're also participating on the Mod of the Year awards for ModDB on the "Released" category this year, so feel free to vote for us! Remember to check back after the Top 100 are chosen in case we make it in, because you'd need to vote again in the second round.
http://www.moddb.com/mods/sonic-generations-unleashed-project
More videos coming soon.
It's a compilation of glitch reports and just random oddities during development. The article this video is part of is the technical breakdown I had promised after release of all the software and workarounds used for making this mod. The first article also has the release of my Havok 360 to PC converter for the public. I hope this ends up as a useful resource for modders.
Check out the 3 articles here:
Article 1: http://www.moddb.com/mods/sonic-generations-unleashed-project/features/early-research-and-software-development
Article 2: http://www.moddb.com/mods/sonic-generations-unleashed-project/features/level-development
Article 3: http://www.moddb.com/mods/sonic-generations-unleashed-project/features/late-research-and-white-world
I thought this would be a fun way to wrap up the year. We're also participating on the Mod of the Year awards for ModDB on the "Released" category this year, so feel free to vote for us! Remember to check back after the Top 100 are chosen in case we make it in, because you'd need to vote again in the second round.
http://www.moddb.com/mods/sonic-generations-unleashed-project
More videos coming soon.
This is a fix I wanted to do for a long, LONG time, but was never able to find out how to do it. But I've finally tracked it down using a debugger/d3d9 hook, so here's the results of my findings. Keep in mind this is just for dynamic object's shadows (and the shadows from the terrain casted onto said objects). The terrain shadows CAN'T be improved with this, as it involves re-rendering entire stages due to how the engine works.
Read the instructions on how to do this change to FxPipeline here:
http://forums.sonicretro.org/index.php?showtopic=25598&view=findpost&p=764866
Footage recorded by Melpontro: http://www.youtube.com/melpontro
Unrelatedly, my GPU died some days ago (before this hack), so I'm unable to do any heavy 3D stuff for a long time until I buy a new one. I'll have to save up for it. :(
canyoufeeltheshadows.mp4
Get Rayman Legends here: http://store.steampowered.com/app/242550
Messing around with some memory editing, I kinda enabled the ability to control the timescale variable as I wanted. This is actually used by the Time Brake skill and the Rainbow Rings for slowing down the game... but the value can be forced to anything you want for some... interesting results.
Have fun with it! Here's a little trainer I did, or if you want, you can use the Cheat Engine table instead. Notice the physics might be a little off because this game doesn't really support variable timescales that well. The regular Time Brake skill in the vanilla game actually makes you jump less high because of this while the effect is on.
Download Trainer or Cheat Engine Table: http://www.mediafire.com/download/ii204ze5e5vzcs4/GensTimeHack.7z
It should be completely safe to use with Steam since this isn't a VAC protected game. Just make sure to not run a VAC protected game while using this stuff and you'll be alright.
Future uses with this? Just messing around for fun I guess, although I have an interesting thing I wanted to test with Twixtor since it needs very high-framerate footage to work with well with it.
My SHC Entry: http://shc.hapisan.com/entry/35
Download Mod: docs.google.com/file/d/0B1CzI_WhoSoCMnBCNnUyeENjT3M/edit?usp=sharing
Get "Sonic the Hedgehog 4 - Episode II": http://store.steampowered.com/app/203650
Credits:
Dario ff - Main developer, tool development for importing custom models and animations into the ZNO/ZNM format.
TwilightZoney - Several custom animations for Classic Sonic.
JoeTE - Classic Super Sonic rigged to regular Classic Sonic, Classic Tails model rigged to Modern Tails of Sonic 4 - Episode 2.
Melpontro - Recorded footage
Download: drive.google.com/file/d/0B1CzI_WhoSoCdmlKV0hsZTVMSlE/view?usp=sharing&resourcekey=0-pw1GPQrJdkkd3Q__VB6axA
WARNING: THIS MOD DOES NOT WORK WITH THE FXPIPELINE EXE AT THE MOMENT. IF YOU SEE RED INGAME, UNCHECK THE "ENABLE FXPIPELINE RENDERER" BOX IN SONICGMI. DISABLE THE FXPIPELINE SHADERS MOD AS WELL.
Apart from that, this mod should be compatible with any other mods you want to use (that includes level mods, it works with the Unleashed levels).
I'm not sure if I'll work on this more or not, there's just more materials that I'd have to fix. I'm happy with the results for just messing with it on a Sunday tho.
Look forward to the Classic Sonic in S4E2 mod at the hacking contest! (Hopefully)
Music - "Tee Lopes - Green Hill Zone '12": http://www.youtube.com/watch?v=eDY0kZ...
Music imported and looped by Chimera.
I'm not releasing this mod yet due to there being a ton of bugs that I'd like to fix first, but I wanted to make a video before I have to go into exam spree again.
Some of the stuff to solve/do:
- Hardcoded offsets into certain bones in certain animations (Thanks Dimps), which make some of the animations I'm doing go insane. Examples are the idle animation, the coop stuff, etc. Whenever Sonic goes invisible/bugs out, is sometimes due to that.
- Coop gameplay elements broken due to replacing some animations that aren't the exact same length. Some levels are currently unbeatable due to this, since you can't fly where necessary.
- Several custom animations need to be done for certain elements, since their positioning is quite different in most cases (I couldn't do the coop stuff for example without having to redo several animations)
- Lots of GUI elements that'd need replacing obviously.
- The skinning isn't quite perfect yet, as evidenced by the bugs in Sonic's spine (more visible in the special stage).
- Classic Tails re-rigged into Modern Tails I guess? Classic Tails barely has any animations in Generations, so the best alternative is to skin him to Modern Tails' skeleton. (Lights up the bat signal to JoeTE)
I would like to do this with Sonic 4 Episode 1 as well, but I just crashed on it. It needs some more research.
Music shamelessly stolen from Falk's concept: http://www.youtube.com/watch?v=rDesOiEh3Fk
Just for reference in what a complicated task this was, this was actually a feature shown by Sonic Team on their GDC conference for the Hedgehog Engine's new features in 2008/9. It was important enough to get several panels and explanations, you can see some of the stuff they showed here:
http://info.sonicretro.org/Hedgehog_Engine
Some people seemed to like this kind of research stuff as well in showoff videos, so I thought it was a good idea to come back to it. Maybe I should do another test level like Spiral Reef using some of this new stuff.
Up next, I intend to start investigating the custom particles stuff some more (something sorely lacking in parts of the Unleashed Project). The format for it is cracked tho, the hard part is making a tool for it and whether it's worth the time or not.
All footage recorded by Melpontro: youtube.com/melpontro
http://www.moddb.com/mods/sonic-generations-unleashed-project
60 FPS version of this Trailer:
mega.co.nz/#!GJIRCIzQ!DKnB2mlH1SGJE_JJtk5oP2MydetIpA-0mxM0wb9q0xY
http://rapidshare.com/files/3471287539/Final%20Trailer%2060%20FPS%20Web%20Version-muxed.mp4
Song used for this Trailer - "Unleashed Project - Release Trailer" - by Falk:
soundcloud.com/falk-2/unleashed-project-trailer
docs.google.com/file/d/0B1CzI_WhoSoCd19zS3ZTc2ZSRG8/edit
Thanks for your support over all these months, like/favourite if you appreciate our work, subscribe to keep up with any updates, and most importantly... play it!
Most of the questions you have are probably answered in the ModDB page, so please read that before reporting any issues you have. And if you do have an important issue, make sure to be as detailed as possible in your description. ("I crashed in this very vague situation, halp!" is not good)
Any quick bugfix updates that need to be done will be made via the online updater built into SonicGMI.
http://www.moddb.com/mods/sonic-generations-unleashed-project/news/video-of-cool-edge-ported-to-sonic-generations-and-a-very-lengthy-faq-2
To sum up, 8/8 stages done, Beta testing and fixing is now ongoing(what we do on that phase is explained in the post), and we're still modelling the HUB. You're gonna have to wait some more I'm afraid, so please, I ask of your patience and some more time. We just do this on our free time looking for no compensation whatsoever.
I also did a 60 FPS video, but it's not really 60 FPS due to some problems with my recording setup: http://www.moddb.com/mods/sonic-generations-unleashed-project/downloads/cool-edge-video-at-60-fps
No more demos, nor can I give you a release date. The next video will be either showing off the HUB(which is by no means finished yet), or just some stuff I need to tell you before releasing the mod.
http://www.youtube.com/watch?v=TefaFt37k9Q (But notice it'll break compatibility with ANY level mods!)
SonicGMI Thread: http://forums.sonicretro.org/index.php?showtopic=26974 . Note both the renderer and shader features are currently in BETA, so don't be surprised to find lots of bugs with them. You're free to try them out tho, but don't ask for fixes that are beyond our reach. This isn't total control over the game, this is merely old code found inside of it.
Feel free to test it out and tweak it to your liking. If it's useful for you, then great!
If you want to compensate the lack of AA, I recommend using an SMAA injector, like this one: http://mrhaandi.blogspot.com/p/injectsmaa.html (You'll need to enable the Steam Overlay hack for it to work properly ingame)
Have some fun with that. We're still hard at work on the Unleashed Project; Cool Edge, Beta Testing, and HUB are all being done at the moment! Keep an eye out for some updates later this month.
I've decided to do a long post about this video on ModDB instead, so check out the info there first before asking any questions on the comments:
http://www.moddb.com/mods/sonic-generations-unleashed-project/news/video-of-jungle-joyride-ported-to-generations-and-white-world-soundtrack
60 FPS version of the video(yes, it's real folks):
http://www.moddb.com/mods/sonic-generations-unleashed-project/downloads/jungle-joyride-video-at-60-fps
We also have a chance of winning Upcoming Mod of the Year for 2012 in ModDB, so go over to our page and vote if you like our work! There's 3 days remaining for voting, we still have a chance if you share this with your friends:
http://www.moddb.com/mods/sonic-generations-unleashed-project
If the vid looks a little more blurry than usual, we were trying rendering with Frame Blending... I think it looks pretty good, since the other 30 FPS videos looked way choppier. It's just for Youtube tho, the 60 FPS version is the original encode.
Work on Cool Edge beginning as soon as possible.
If you have any questions that have already been answered, you can direct them to the friendly deforestation truck driver. He seems to be in a good mood today.
Requested by egoraptor on this episode: http://www.youtube.com/watch?v=CokFZgPEMoU
UPDATE: Download link for whoever wants it, needs SonicGMI(tinyurl.com/sonicgmi): http://fbe.am/eHT
Melpontro is unavailable for recording this time, so I took a shot and did it myself. The 60 FPS video isn't THAT smooth all the way through as his normally do, but it should be fine anyway.
Download the 60 FPS video when it's authorized here: http://www.moddb.com/mods/sonic-generations-unleashed-project/downloads/empire-city-video-at-60-fps
If you want a comparison, check the old video from March: http://www.youtube.com/watch?v=j2Ji6WIctWw
And you might be wondering, how can I record myself at HD and smoothly now? Well, thanks to the funds I saved up myself and Youtube, I got some new hardware! (i5 2500k @ 4 GHZ, 8 GB DDR3 RAM) And it's just so much easier to work on these stages now! I used to be on 2 GB before, and having to work on this was quite a pain. Now it's so seamless that I had a lot of fun doing this stage with all the tools open at the same time.
The layout's not final yet, but I would like to get on working on Cool Edge now(which will need quite a lot of layout revamps on the Bobsled sections). I had to do some changes for this stage to fit Generations' gameplay style, and hope a lot of you will appreciate the removal of the Big Chaser. :) If some cameras look awkward, they'll be polished later.
I held off in releasing the updated Dragon Road with the shaders because there's some important shaders I need to fix first(like the weird depth-sorting problems in effects like the homing attack trail). Just keep an eye out on the channel, I'll likely release a video for it.
No more demos or release dates, it'll be done when it's done. And you'll be jumping from one of those skyscrapers soon if you ask about Eggmanland again.
Gameplay recorded by Melpontro: http://www.youtube.com/user/Melpontro
60 FPS Video: http://www.moddb.com/mods/sonic-generations-unleashed-project/downloads/arid-sands-video-at-60-fps
I also did a little FAQ in the News page if you're interested: http://www.moddb.com/mods/sonic-generations-unleashed-project/news/video-of-arid-sands-ported-to-generations-some-faq
This stage took a long time to do because we're kinda busy these months(College exams), and it also took quite a bunch of time to be able to recreate all the gimmicks! I know they don't have correct particle/sound effects yet, but we'll get more into that when that stuff is cracked, like the rest of the stage.
It'll be done when it's done, no more demos.
In some other news, I did some minor updates to Dragon Road, and I love testing it out with the WIP Unleashed Shaders, even if the shadows look like ass with the resolution. I could upload both of those if some people are interested. My only worry is that people will think those shaders are "final" and then go start uploading buggy videos of regular generations stages with broken effects and shit going "ZOMG UNLEASHED RENDERER" in their video titles.
The Unleashed renderer will be optional to use, but I want to make the effort to get it to look as good as possible.
Gameplay recorded by Melpontro: http://www.youtube.com/melpontro
There's some minor encoding problems due to Youtube, try turning it to 720p
By far the stage that took ironically the most time to do, Rooftop Run is vast in detail and length. Some technical changes had to be done to the layout due to different limitations, but it's still pretty true to the original in most aspects.
The tone of the stage has been tuned, more festive elements from Generations' remake are in as well. What's left to be done for it is:
- Make prettier particle effects for the objects(will have to wait until particle emitters are cracked)
-Minor retexturing(the diffuse aren't bad, it's the normal maps the most blatantly bad ones, and we might use some of the ones from Gens).
-Minor layout tweaks and polishing. Also fixing bugs.
And yes, we know the bugs, we also have eyes. You don't need to point it out. :P
While one of the most linear stages, Rooftop Run is still one of the most exhilarating and fun of them, with such a great pacing that you won't even notice it almost takes you 4-5 minutes to beat it!
Oh yeah, 60 FPS video.
ModDB Link: http://www.moddb.com/mods/sonic-generations-unleashed-project/downloads/rooftop-run-video-at-60-fps
Dropbox Mirror: dl.dropbox.com/u/45621839/RooftopRun60.mp4 (Don't kill it please)
No more demos, no release dates. We'll keep working on the remaining 4 stages.
I've been working lately to implement Object layers support into SonicGLvl, just like Generations uses them. The main potential use of it is shown above, with this small test level. I did this level in 2 days and I'm not a 3D modeller at all, so don't expect anything really polished out of it.
It was fun to do regardless, and there's some clear potential that people could just make levels of their own easily if they go with abstract shapes, with some clean layouts and collision models. All I used was basic shapes in Max, with a good amount of polies. Add to that some neat GIA, and you got something that won't murder your eyes to look at, and is playable as well!
The remix used by the level is "Sonic's Reply to Avicii - Lava Reef Zone Remix" done by Plasma3Music:
http://www.youtube.com/watch?v=nKunwYszRgg
Go check out Plasma3Music's channel for more awesome remixes: http://www.youtube.com/user/Plasma3Music
Oh what, you want to actually play this level? Ok fine, here you go! Use SonicGMI to use the mod(tinyurl.com/sonicgmi). It's not really polished at all, since it was just an experiment on the weekend, so I won't focus too much on finishing it. You're free to play around with it if you want tho.
http://fbe.am/bU1
Mirror: docs.google.com/open?id=0B1CzI_WhoSoCdWhkVGVVNHlpOWM
Warning, the level IS hard. Reaching the end will be challenging, but there's something extra to this level that just emerged from the game mechanics. Once you've mastered the first few laps, you can use the various ramps(like shown in the video), air boosting, and slope physics to save a lot of time. On the last few laps, the layout is more about quick timing and precise input rather than physics, so it's a fun trade-off IMO.
Mod done by our team.
Special thanks to Melpontro for recording the gameplay: http://youtube.com/melpontro
60 FPS Video(recommended): http://www.moddb.com/mods/sonic-generations-unleashed-project/downloads/savannah-citadel-act-2-at-60-fps
Why have we finished this stage so quickly now? Well most of it was already done! It just needed some extra polishing. Consider it nearly finished, except for the following remaining things to be done:
- HD Retexturing(just some trees, sand and the grass)
- Material tweaks
- Minor layout tweaks
All layout differences to the original are intentional, and help either fit the Generations style, or just keep the stage more fresh and fun. The drift on this stage has less angle, but it still controls well enough. That's because the drift sections are kind of pointless and just become boosting sections if the drift is too tight.
For the sake of comparison, here's the first version of the stage we did back in February:
http://www.youtube.com/watch?v=Ik53MwTFnK0
Whoever asks for a release date gets a free vacation to Africa and an exclusive dinner with hungry lions.
Mod done by our team.
Gameplay recorded by Melpontro: http://youtube.com/melpontro
60 FPS Video(recommended): http://www.moddb.com/mods/sonic-generations-unleashed-project/downloads/windmill-isle-act-2-video-at-60-fps
Mirror: docs.google.com/open?id=0B3vhNWgCjvJQVF90R2hqcXUyM0U (Google does automatic embedding at 30 FPS, just go to File - Save, and you'll get the original file)
This is all the work we've done on Windmill Isle Act 2. Consider it nearly finished, except for the following remaining things to be done:
- HD Retexturing(mostly the worst offenders like rock, water, or grass)
- Material tweaks
- Minor layout tweaks
All layout differences to the original are intentional, and help either fit the Generations style, or just keep the stage more fresh and fun. Also, if you want to do some fun comparison, check out the first version of this stage, 7 months ago:
http://www.youtube.com/watch?v=RnRJqKyIcE0
KAKIPI1000 is currently beta-testing this stage, so meanwhile, we'll get to work on the next one... Savannah citadel!


