These only seem to affect the lighting of the objects and the characters in each stage, and SA2B adds in new lighting files with _gc added to the end of the filename. SA2 has lighting data for every stage stored in the format STGXX_LIGHT.bin, and fortunately, those parameters remain untouched - aside from the necessary byte-swapping - in SA2B. Stranger still, the values after the first 16 bytes were byte-swapped in SA2B, yet changing them back doesn't affect the targeted stage at all. ![]() Editing those parameters in SA2B can cause either the draw distance to change, the background to appear lighter, or the entire screen becoming enveloped in your chosen color (again, stored in the BGRA format). ![]() SA2 seems to read the entire package as-is, while SA2B only seems to focus on the first 16 bytes. Generally, these are located close to the texture values or near the end of a model chunk.Įxample: 6.sa2mdl (Sonic's jump ball model, DC version) BONUS: Fog filesįrom a cursory examination of SA2 and SA2B's STGXX_FOG.bin files (XX being the targeted stage's ID), the way each game handles them is different. In SA2's models, most of these parameters are stored as "B2 B2 B2 FF" (gray), while in SA2B, a majority of them were changed to "FF FF FF FF", which is pure white. 00-0A appear to be mostly static placements, while values of 58 and above cause the textures to appear reflective (Super Sonic's body, the Shovel Claw, and the windshields for the mech characters are examples of what I mean.) Vertex colors ZZ determines how the textures are displayed on the model. Some parts of the model data omit the first four bytes and start here, as well. Modifying this parameter more often than not causes the entire file to become unreadable, so proceed with caution. Again, not entirely sure why, but these are the two values I found most often while editing the files. 00 is the first texture in the model's assigned texture pack. YY is the texture that's intended to be loaded for that particular model chunk. The meaning of the different numbers is unclear to me at the moment. X can be any value from 0-F, though most of the time, 3 is used in both versions of SA2. This value is usually located in this format when individual model files are viewed in a hex editor: Credit goes to MainMemory for the SA Tools modding package. The Dreamcast and GameCube versions can be made available once again upon request.Īside from that, everything should work fine. For brevity's sake, it now only includes files that are compatible with the PC version, which is the go-to version for most people that play the game these days. Don't use the old Dropbox link, as I forgot the password for it like a dolt it's a somewhat outdated build. The Supers Over Hedgehogs mod package - now shortened to just "Super Hedgehogs" - has also been updated, and you can download it here. BuildMTN works for the Dreamcast version, but the edited animation packages crash SA2B. It's still very much a work-in-progress, as I'm not exactly sure of how to edit the animation files for SA2B. He's also not included, of course.Īs a little bonus, I was also able to port Big onto Dark Chao Walker, which is also included in the mod pack. No matter what, rebuilding the model file for Chaos 0 crashes the game during his multiplayer intro, even if you don't alter any of the files. I didn't see that you already converted Big to the Battle format before this point!) For now, those models are not included, but an optional mod that replaces the Egg Walker with the Big the Cat variant is included in the mod pack. For now, the wing model will remain untouched from the Battle version until a solution is found.Įggman: There's a transparency issue regarding Eggman's model in both the Egg Walker and his Chao World variant which causes parts of his jacket and mustache to disappear when viewed from most camera angles. Her DC model for the wings loads up fine when viewed in the SAMDL program, but when viewed in-game, they're a garbled mess that vaguely resemble wings. There were some complications in the matter, which I'll list here: Trial Sonic and most of the multiplayer characters are also included, with some exceptions. Most of the characters that had weird texture errors (or caused game crashes) in the cutscenes have been fixed to display the correct ones, no matter what. Here is a revision of the DC Characters mod for SA2 PC that was released some time ago. ![]() What should have taken a few days to clean up was delayed to now.
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