Difference between revisions of "Sonic Generations/Objects"
From Sonic Retro
m (→=FloorType) |
(Added information found by trial and error about some camera objects) |
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* 5 = Skateboard | * 5 = Skateboard | ||
* 6 = Undefined | * 6 = Undefined | ||
− | * 7 = Undefined ( | + | * 7 = Undefined (presumably 0) |
* 8 = Fire Shield | * 8 = Fire Shield | ||
* 9 = Bubble Shield | * 9 = Bubble Shield | ||
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===FloorType=== | ===FloorType=== | ||
* While it depends on the stage, 0 tends to be the regular platform, 1 the kind of platforms that fall(red), and 2 or more are normally big blocks. | * While it depends on the stage, 0 tends to be the regular platform, 1 the kind of platforms that fall(red), and 2 or more are normally big blocks. | ||
+ | |||
+ | =Cameras= | ||
+ | Many camera objects are activated via a nearby ChangeVolumeCamera, which sets the collision area where a custom camera will be active (e.g. ObjCameraPan). These ChangeVolumeCameras use the Target property to link to such cameras. Other than that, a ChangeVolumeCamera doesn’t seem to do much on its own. | ||
+ | |||
+ | ==ObjCameraParallel== | ||
+ | This camera stays a set distance away from sonic and always points in the same direction regardless of Sonic’s own direction. Unfortunately, it appears rotating the object itself in SonicGLvl has no effect in-game; the Yaw property changes the camera’s direction (along the XZ pane). Pitch sets how much the camera looks down at Sonic (e.g. 45 and a value of 0 for Fovy would make this camera much like Sonic 3D Blast’s camera in theory), and ZRot is the rotation of the camera. TheOffsets seem to move the camera up and down along the respective axis (e.g. a value of 5 for offsetPitch causes the camera to be 5 units above Sonic’s head assuming a 0 pitch). IsCameraView seems to have no effect – setting it to false does nothing as long as a ChangeVolumeCamera targets it. | ||
{{SCHGuides}} | {{SCHGuides}} | ||
[[Category:Sonic Community Hacking Guide]] | [[Category:Sonic Community Hacking Guide]] |
Revision as of 08:17, 21 July 2012
SCHG: Sonic Generations |
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Main Article |
File Index |
BB |
How-To |
Import Levels |
In Sonic Generations, there are several objects that have special properties to them. If Sonic can interact with something in the level (such as push it, ride it if it's moving, or destroy it), chances are it's an object. Almost anything that moves, or can be moved, is an object with the exception of a few dynamic terrain objects (such as the Eagles in Dragon Road Day in Sonic Unleashed; no such similarity seems to be in Sonic Generations).
There are a vast amount of objects, some that are general purpose objects and others that are level specific, but can be added to other levels if necessary (through modifying the resources; more on that later).
Contents
Special Objects
Certain objects have special properties to them that are unique to said objects. Here are some examples:
Item Box (Classic)
Item Type
- 1 = 10 Rings
- 2 = 1-Up
- 3 = Speed Shoes
- 4 = Invincibility
- 5 = Skateboard
- 6 = Undefined
- 7 = Undefined (presumably 0)
- 8 = Fire Shield
- 9 = Bubble Shield
- 10 = Thunder Shield
NOTE: Item type of 0/Undefined will simply cause the item box to not exist.
TreasureSearchHideType
Boolean: if 0, the item isn't detectable via the treasure search skill. If 1, it is.
Switch
Type
- 0 = Once turned on, it will not turn off.
- 1 = Once turned on, it will turn off once stepped off.
- 2 = Once turned on, it will not turn off until it reaches the time specified (in seconds) by "OffTimer"
UpReel
IsWaitUp
- false = Upreel activated by default, sonic can use it anytime he wants
- true = Upreel will wait until an event triggers it so Sonic can use it
Spring
m_IsMonkeyHunting
- false = Spring acts normally
- true = Sonic will be steered automatically to the target point(m_MonkeyTarget) after using the spring. Note that an accurate angle/speed is still needed to reach it.
General Floor
The model of the floors depend on the stage prefix used(e.g, ghz, cpz, ssz, etc). The types and sizes are specific to each stage's resources.
FloorSize
- Normally between 0-3, it will use a bigger platform model if available.
FloorType
- While it depends on the stage, 0 tends to be the regular platform, 1 the kind of platforms that fall(red), and 2 or more are normally big blocks.
Cameras
Many camera objects are activated via a nearby ChangeVolumeCamera, which sets the collision area where a custom camera will be active (e.g. ObjCameraPan). These ChangeVolumeCameras use the Target property to link to such cameras. Other than that, a ChangeVolumeCamera doesn’t seem to do much on its own.
ObjCameraParallel
This camera stays a set distance away from sonic and always points in the same direction regardless of Sonic’s own direction. Unfortunately, it appears rotating the object itself in SonicGLvl has no effect in-game; the Yaw property changes the camera’s direction (along the XZ pane). Pitch sets how much the camera looks down at Sonic (e.g. 45 and a value of 0 for Fovy would make this camera much like Sonic 3D Blast’s camera in theory), and ZRot is the rotation of the camera. TheOffsets seem to move the camera up and down along the respective axis (e.g. a value of 5 for offsetPitch causes the camera to be 5 units above Sonic’s head assuming a 0 pitch). IsCameraView seems to have no effect – setting it to false does nothing as long as a ChangeVolumeCamera targets it.