Difference between revisions of "Sonic Heroes/Relocatable Editing (PC)"
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===Material parameters=== | ===Material parameters=== | ||
Materials are given to objects as stage properties including tubes, lights and even metal rings. This list shows logical bytes that render an effect and how they work.<br>[[File:SH Special Stage Material Parameters.png|300px]] | Materials are given to objects as stage properties including tubes, lights and even metal rings. This list shows logical bytes that render an effect and how they work.<br>[[File:SH Special Stage Material Parameters.png|300px]] | ||
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!Value||Effect||Result | !Value||Effect||Result | ||
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|10 | |10 | ||
− | |Alpha | + | |Alpha (Custom) |
|[[File:SH_Special_Stage_Property_Material_Param_1.png|100px]] | |[[File:SH_Special_Stage_Property_Material_Param_1.png|100px]] | ||
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===Part Visibility=== | ===Part Visibility=== | ||
[[File:SH_Special_Stage_Visibility_Parameters.png|200px|right|thumb|An invisible tube on one part of this pathway.]] | [[File:SH_Special_Stage_Visibility_Parameters.png|200px|right|thumb|An invisible tube on one part of this pathway.]] | ||
− | A parameter given to an object in the data tells the game to make a property part visible in a certain part of the special stage. For example, if the ID is set from 02 to 01, then the model that originally appears on the second part will disappear if outside of | + | A parameter given to an object in the data tells the game to make a property part visible in a certain part of the special stage. For example, if the ID is set from 02 to 01, then the model that originally appears on the second part can be seen if in the beginning of the special stage, but will disappear if outside of that part. |
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+ | ==References== | ||
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{{SCHGuides}} | {{SCHGuides}} | ||
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Latest revision as of 15:52, 24 March 2020
SCHG: Sonic Heroes |
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Main Article |
Mechanic Editing |
DOL Editing |
Model Editing |
Collision Format Model Format |
Level Editing |
Camera Editing |
Particle Editing |
Particle Editing |
Sound Editing |
Music List |
SCHG How-Tos |
Custom Object Material Effect Tutorial |
The relocatables contain data for Special Stages that isn't in the main executable for the PC game. Each relocatable file is named with the stage number and ends with lnd.rel. For their file offsets, see the relocatable file offsets page.
Contents
Parameters
This documentation is incomplete. If you are more experienced with SP relocatables in Heroes and know what other parameters do, feel free to add it in this section.
Animation Speed
This sets how fast the property animation plays after the visibility byte for each object entry in the data. They are stored as little endian float values and the higher the float value is, the faster that will play.
Material parameters
Materials are given to objects as stage properties including tubes, lights and even metal rings. This list shows logical bytes that render an effect and how they work.
Value | Effect | Result |
---|---|---|
01 | Alpha | |
02 | Additive Alpha | |
04 | Alpha (No Culling) | |
06 | Additive Alpha (No Culling) | |
08 | Normal | |
10 | Alpha (Custom) |
Positions
Like the object layouts, it is possible to move the property to another position but it does not move the collision along with it. Unlike the layout files, the position floats in the rel files are little endian.
Part Visibility
A parameter given to an object in the data tells the game to make a property part visible in a certain part of the special stage. For example, if the ID is set from 02 to 01, then the model that originally appears on the second part can be seen if in the beginning of the special stage, but will disappear if outside of that part.
References