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Sonic Generations/Collision Properties

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SCHG: Sonic Generations
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Objects
Collision Properties

File Index
BB

BB2
BB3

How-To
Import Levels

Create Breakable Objects
Create Splines

How Sonic or other objects react to the collision geometry inside of the game relies on certain extra properties assigned during conversion to the individual Havok rigid bodies.

Havok Converter supports adding these properties to custom rigid bodies with a tag naming system. New tags and key/value pairs can be added to the program as needed.

Havok Converter Database

Empty.

Havok Property Keys

All these keys were found and documented by various users by inspecting the collision files found in the game. Just because a key or a value doesn't show up here doesn't mean the game can't use it. Thankfully a user by the name of Sergeanur helped figure out that the keys were just hashes.

Material Behavior Attribute

  • swa_attribute
  • Key 1260399450
  • Data Values
    • 1: Normal
    • 2: Deep Water (Use Convex Hull for Generations)
    • 3: Rock
    • 4: Dirt
    • 5: Wood
    • 6: Grass
    • 7: Snow -Works only in Unleashed. Crashes in Generations missing sound file.
    • 8: Metal
    • 9: Sand
    • 10: Glass
    • 11: Shallow Water
    • 12: Death Trigger
    • 13: Damage Trigger
    • 14: Deathless Water
    • 15: No Effect
  • Generations Only
    • 16: Oil
    • 17: Pinball Glass
    • 18: Wrong Way
    • 19: Lava
    • 20: Poison

Player Collision

  • swa_col_player
  • Key 2088238466
  • Automatically this is set to 1 but you can change this in case you want Sonic to fall through something. Or want enemies or objects only to be affected.

Camera Collision

  • swa_col_camera
  • Key 1706239430
  • Setting this set to 1 will not let the camera go through collision which is default when exported. 0 will make allow the camera to go through it.

Other Collision

  • swa_col_other
  • Key 620872783
  • This also is set to 1 on default. Setting it to 0 will allow Object Physics and other objects that aren't Sonic or Enemies go through. Useful for object physics to go and break outside of areas sonic can't go to.

Attacking Collision

  • swa_col_attacking
  • Key 1651585625


Evil Balance/Classic Idle Edge

  • swa_evil_isbalance_ground
  • Key 122999549
  • This is used for Werehog in Unleashed for the balancing beams but turns out it is also used for Classic Sonic as well when tested in Werehog Level Collision

Wall Jump -Unleashed Only

  • swa_sonic_isplayerwalljump
  • Key 507440184
  • Setting this to 1 will let any wall be able to walljump. Generations doesn't use this you just need to place the triangle jumping collision in an area where you want to walljump instead.

Conveyor Belt

  • swa_sonic_isbeltconveyor
  • Key 1196263925
  • Use 'Egg_BeltCollisionSV', 'Egg_BeltCollision' objects in Unleashed. Use 'BeltConveyorCollision' object in Generations

Player Wall

  • swa_sonic_isplayerwall
  • Key 1368296714

Ice Ground

  • swa_isIce_ground
  • Key 246659335
  • Limited movement in SG Final, allmost full in SG Demo1
  • Normally this is set to 0 and turned off.

Collision Specific

  • swa_col_specific
  • Key 246659335
  • On default this is set to 1 which applies Sonic with the slopes and fitting the momentum. Setting it to 0 Ignores it and keeps the speed.
  • Setting it to 2 will give you IK collision. But you must have another mesh under it with modeled in steps for Sonic's legs to adjust to then you set that mesh to 3.
  • So set a mesh to 2 for the collision you want Sonic to walk on. Set another for 3 to have Sonic adjust legs to.

Intersectional Way

  • intersectional_way
  • Key 1009866916
  • Used in Casino Night DLC

Pinball Glass

  • pinball_glass
  • Key 2040148113
  • Used in Casino Night DLC

Unknown Keys

  • Not sure what these keys do but they are found in Unleashed Mazuri Act 1
  • Key 195947759
  • Key 892943938

Tagging System

  • Example using a naming structure such as [email protected]
  • Using @ with whatever tag will apply the properties without having to add the key to it.
  • Types
    • @Balance (Unleashed only)
    • @Water
    • @NoCamera
    • @Slide (Werehog only in Unleashed. For autosliding in Generations using Guide Path ID# 888 (Hardcoded ID))
    • @IceGround (Limited movement in SG Final, allmost full in SG Demo1)
    • @DamageFall
    • @DisableThrowColl
    • @DisableTemColl
    • @spiral (Generations only)
    • @Spiral (Generations only)
    • @enableQtoW (Generations only)
    • @EnableQtoW (Generations only)
    • @NoStanding (Generations only, Used in SPH)


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