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Difference between revisions of "Sonic Generations/Objects"

From Sonic Retro

(Added/refined many things again)
(Added/refined many things again. I think that this page needs a bit of cleanup. It feels like it's getting a bit messy.)
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=Common=
 
=Common=
 
==Common Properties==
 
==Common Properties==
 +
The following properties are common to many objects. However, some of the properties listed here are not in some objects.
 
===IsCastShadow===
 
===IsCastShadow===
 
This makes the object cast a shadow if set to true.
 
This makes the object cast a shadow if set to true.
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===SetObjectID===
 
===SetObjectID===
 
This is the object's ID, which is used to link it with other objects.
 
This is the object's ID, which is used to link it with other objects.
 +
===OutOfControl===
 +
This sets how long the controls lock up after touching the object.
 +
===IsTo3D===
 +
* false = If Sonic is in a 2D section, Sonic will stay in 2D.
 +
* true = If Sonic is in a 2D section, Sonic will switch back into the 3D perspective.
  
 
==Ring==
 
==Ring==
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===KeepVelocityDistance===
 
===KeepVelocityDistance===
 
This parameter sets how long Sonic keeps his velocity for before gravity starts acting on him. If you set it to a very high number (such as 5000), gravity will not work on Sonic and he'll keep on going forward until he hits another spring or object that snaps him out of it.
 
This parameter sets how long Sonic keeps his velocity for before gravity starts acting on him. If you set it to a very high number (such as 5000), gravity will not work on Sonic and he'll keep on going forward until he hits another spring or object that snaps him out of it.
 
 
===MotionType (Modern)===
 
===MotionType (Modern)===
 
* 0 = Sonic does his normal springing animation.
 
* 0 = Sonic does his normal springing animation.
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* 2 = Sonic goes directly into his falling animation.
 
* 2 = Sonic goes directly into his falling animation.
 
* 3 = Sonic spins momentarily, and then unspins.
 
* 3 = Sonic spins momentarily, and then unspins.
* 4 = [http://oi49.tinypic.com/64m6q8.jpg <---This is an image to show what Sonic looks like when he's launched from the spring; it's kinda hard to explain.]
+
* 4 = [http://oi49.tinypic.com/64m6q8.jpg This is an image to show what Sonic looks like when he's launched from the spring; it's hard to explain.]
 
* 5 = Sonic does a frontflip.
 
* 5 = Sonic does a frontflip.
 
* 6 = Sonic goes into the animation that he does when he hits a balloon.
 
* 6 = Sonic goes into the animation that he does when he hits a balloon.
 
NOTE: If it's 7 or higher, the game crashes when the spring is used.
 
NOTE: If it's 7 or higher, the game crashes when the spring is used.
===OutOfControl===
 
This sets how long the controls lock up after touching the spring.
 
===IsTo3D===
 
* false = If Sonic is in a 2D section, Sonic will just speed along.
 
* true = If Sonic is in a 2D section, Sonic will switch back into the 3D perspective.
 
 
===m_IsMonkeyHunting===
 
===m_IsMonkeyHunting===
 
* false = Spring acts normally
 
* false = Spring acts normally
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==AdlibTrickJump==
 
==AdlibTrickJump==
===OutOfControl===
 
This sets how long the controls lock up after touching the panel.
 
 
===SizeType===
 
===SizeType===
 
* 0 = The Trick Ramp will be smaller than before.
 
* 0 = The Trick Ramp will be smaller than before.
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* false = The dash panel will not momentarily delay the camera.
 
* false = The dash panel will not momentarily delay the camera.
 
* true = The dash panel will momentarily delay the camera.
 
* true = The dash panel will momentarily delay the camera.
===IsTo3D===
 
* false = If Sonic is in a 2D section, Sonic will just speed along.
 
* true = If Sonic is in a 2D section, Sonic will switch back into the 3D perspective.
 
===OutOfControl===
 
This sets how long the controls lock up after touching the dash panel.
 
  
 
==SetRigidBody==
 
==SetRigidBody==
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===DstPos===
 
===DstPos===
 
This sets the position to where the cannon launches Sonic.
 
This sets the position to where the cannon launches Sonic.
 +
 +
=Collision Triggers=
 +
The following properties are common to all collision triggers.
 +
==Common Properties==
 +
===Collision_Height===
 +
Sets the collision trigger's height.
 +
===Collision_Length===
 +
Sets the collision trigger's length.
 +
===Collision_Width===
 +
Sets the collision trigger's width.
 +
==GravityChangeCollision==
 +
===Gravity===
 +
This changes the gravity of the collision box.
 +
==JumpCollision==
 +
This object is basically a scripted slope, though it can be used with a high enough pitch to help a spring (like in Crisis City Act 2).
 +
===ImpulseSpeedOnBoost===
 +
Sets the speed which Sonic is launched at when boosting.
 +
===ImpulseSpeedOnNormal===
 +
Sets the speed which Sonic is launched at.
 +
===Pitch===
 +
Sets the pitch of which Sonic is launched at.
 +
===SpeedMin===
 +
How fast Sonic has to go in order to trigger the collision.
 +
==LaunchSpinCollision==
 +
This object makes Classic Sonic spin at a set velocity. It has no effect on Modern Sonic, however.
 +
===Velocity===
 +
How fast Sonic is launched.
 +
==StumbleCollision==
 +
This object makes Sonic trip.
 +
==LaunchVelocity==
 +
Sets how fast Sonic is after tripping.
 +
===NoControlTime===
 +
This sets how much time that you lose control after tripping.
 +
==FallDeadCollision==
 +
When Sonic passes through this object, he dies.
 +
==SlidingCollision==
 +
This object makes Sonic start sliding.
 +
===Velocity===
 +
Sets how fast Sonic starts sliding at.
  
 
=Cameras=
 
=Cameras=
 
==Common Properties==
 
==Common Properties==
 +
The following properties are common to many cameras. However, some of the properties listed here are not in some cameras.
 +
===Collision_Height===
 +
Sets the camera's collision height.
 +
===Collision_Length===
 +
Sets the camera's collision length.
 +
===Collision_Width===
 +
Sets the camera's collision width.
 
===IsCastShadow===
 
===IsCastShadow===
 
This property doesn't seem to do anything with cameras.
 
This property doesn't seem to do anything with cameras.
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===SetObjectID===
 
===SetObjectID===
 
This is the object's ID, which is used to link it with other cameras.
 
This is the object's ID, which is used to link it with other cameras.
 +
===Distance===
 +
This sets how far away the camera is from Sonic.
 +
===Pitch===
 +
This sets the pitch of the camera.
  
 
==ChangeVolumeCamera==
 
==ChangeVolumeCamera==
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==ObjCameraParallel==
 
==ObjCameraParallel==
 
This camera stays a set distance away from Sonic and always points in the same direction regardless of Sonic’s own direction.
 
This camera stays a set distance away from Sonic and always points in the same direction regardless of Sonic’s own direction.
===Distance===
 
This sets how far away the camera is from Sonic.
 
===Pitch===
 
This sets the pitch of the camera.
 
 
===Yaw===
 
===Yaw===
 
This rotates the camera. Do not rotate the actual object itself; it does nothing.
 
This rotates the camera. Do not rotate the actual object itself; it does nothing.

Revision as of 15:20, 6 October 2012

SCHG: Sonic Generations
Main Article

Objects
Collision Properties

File Index
BB

BB2
BB3

How-To
Import Levels

Create Breakable Objects
Create Splines

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, but that's for another guide).

Contents

Common

Common Properties

The following properties are common to many objects. However, some of the properties listed here are not in some objects.

IsCastShadow

This makes the object cast a shadow if set to true.

Range

This property sets the draw distance of the object. If the range is really low, it probably won't be able to be seen from far away. If it's really high, then you can see it from a mile away.

SetObjectID

This is the object's ID, which is used to link it with other objects.

OutOfControl

This sets how long the controls lock up after touching the object.

IsTo3D

  • false = If Sonic is in a 2D section, Sonic will stay in 2D.
  • true = If Sonic is in a 2D section, Sonic will switch back into the 3D perspective.

Ring

IsLightSpeedDashTarget

  • false = The ring cannot be light dashed upon.
  • true = The ring can be light dashed upon.

Item

ItemType

  • 0 = 1-Up

NOTE: ItemType of 1 or higher will cause the object to not exist.

GoalSignboard/GoalRing

ResultsPosition

This is the place where the results screen happens. If you want to modify the rotation of the results screen, rotate the object itself.

ClassicItemBox

IsRevive

  • false = The item box, once popped open, will not respawn.
  • true = The item box will respawn after it is popped open.

ItemType

  • 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: An ItemType of 0/Undefined will simply cause the item box to not exist.

TreasureSearchHideType

  • 0 = The item can't be detected via the treasure search skill.
  • 1 = The item can be detected via the treasure search skill.

Springs

FirstSpeed

This sets how fast Sonic is launched from the spring initially.

KeepVelocityDistance

This parameter sets how long Sonic keeps his velocity for before gravity starts acting on him. If you set it to a very high number (such as 5000), gravity will not work on Sonic and he'll keep on going forward until he hits another spring or object that snaps him out of it.

MotionType (Modern)

NOTE: If it's 7 or higher, the game crashes when the spring is used.

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.

AdlibTrickJump

SizeType

  • 0 = The Trick Ramp will be smaller than before.
  • 1 = The Trick Ramp will be its normal size.

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

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"

General Floor

The model of the floors depend on the stage. 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.

DashPanel/ClassicDashPanel

IsUseDelayCamera

  • false = The dash panel will not momentarily delay the camera.
  • true = The dash panel will momentarily delay the camera.

SetRigidBody

This object creates an invisible wall, but however, the collision is a little off in SonicGLVL for whatever reason.

Cannon

BaseVel

This parameter sets how hard the cannon launches Sonic. If it's too high, Sonic will miss his target. Likewise, if it's too low, Sonic will fall short.

DstPos

This sets the position to where the cannon launches Sonic.

Collision Triggers

The following properties are common to all collision triggers.

Common Properties

Collision_Height

Sets the collision trigger's height.

Collision_Length

Sets the collision trigger's length.

Collision_Width

Sets the collision trigger's width.

GravityChangeCollision

Gravity

This changes the gravity of the collision box.

JumpCollision

This object is basically a scripted slope, though it can be used with a high enough pitch to help a spring (like in Crisis City Act 2).

ImpulseSpeedOnBoost

Sets the speed which Sonic is launched at when boosting.

ImpulseSpeedOnNormal

Sets the speed which Sonic is launched at.

Pitch

Sets the pitch of which Sonic is launched at.

SpeedMin

How fast Sonic has to go in order to trigger the collision.

LaunchSpinCollision

This object makes Classic Sonic spin at a set velocity. It has no effect on Modern Sonic, however.

Velocity

How fast Sonic is launched.

StumbleCollision

This object makes Sonic trip.

LaunchVelocity

Sets how fast Sonic is after tripping.

NoControlTime

This sets how much time that you lose control after tripping.

FallDeadCollision

When Sonic passes through this object, he dies.

SlidingCollision

This object makes Sonic start sliding.

Velocity

Sets how fast Sonic starts sliding at.

Cameras

Common Properties

The following properties are common to many cameras. However, some of the properties listed here are not in some cameras.

Collision_Height

Sets the camera's collision height.

Collision_Length

Sets the camera's collision length.

Collision_Width

Sets the camera's collision width.

IsCastShadow

This property doesn't seem to do anything with cameras.

Range

This property doesn't seem to do anything with cameras.

SetObjectID

This is the object's ID, which is used to link it with other cameras.

Distance

This sets how far away the camera is from Sonic.

Pitch

This sets the pitch of the camera.

ChangeVolumeCamera

Many camera objects are activated via a nearby ChangeVolumeCamera, which sets the collision area where a custom camera will be active (e.g. ObjCameraPan).

Ease_Time_Enter

This sets how fast the camera switches to the custom camera.

Ease_Time_Leave

This sets how fast the custom camera switches back to the normal camera.

Target

This is the custom camera's SetObjectID (e.g. 10005).

ObjCameraBlend

Presumably blends two cameras together.

ObjCameraFix

TargetPosition

This is the position that the camera will lock onto. The direction that the camera points is from the camera object itself.

ObjCameraNormal

Resets the camera, after being activated by a ChangeVolumeCamera or CameraCollisionBoard presumably.

CameraCollisionBoard

Used in the beginning of Seaside Hill, this is like a ChangeVolumeCamera since it activates cameras, but instead of using a rectangle to define the area, it acts more like a wall. When Sonic passes it, the B camera activates. When he passes in the opposite direction, the A camera activates (defined by the SetObjectID for ACameraID and BCameraID respectively). However, if Sonic doesn’t pass the collision exactly, the camera will be stuck until Sonic hits another CameraCollisionBoard or dies. The LinkObjID Property can be used to link other CameraCollisionBoards by ID into a set, so that when Sonic passes through all of them, the camera returns to normal (by setting an ID of 0). The camera also returns to normal when you go into a 2D section and leave it.

ObjCameraParallel

This camera stays a set distance away from Sonic and always points in the same direction regardless of Sonic’s own direction.

Yaw

This rotates the camera. Do not rotate the actual object itself; it does nothing.

ObjCameraPan

Camera looks at Sonic from the location of the camera itself.

CameraPositionMode

This sets whether the camera’s position stays stationery or follows Sonic at a user-set distance.

ObjCameraPanVertical

Similar to ObjCameraPan, but the camera aligns vertically to Sonic’s level.

ObjCameraPoint

Camera stares at this object, regardless of the Target property.

ObjCameraObjectLook

Stares at an object, even if it moves.

TargetObject

The object that it looks at. Target doesn't seem to do anything.

ObjCameraPathPath

Hooks to a set path ID to move the camera. Crashes if the ID doesn’t exist.

ObjCameraPathParallel

Acts much like the ObjCameraParallel, but will auto-rotate if the path Sonic is currently on turns (works best in 2D sections, see my video at http://www.youtube.com/watch?v=eyeWQ-G_5lI&feature=player_detailpage#t=55s for a demonstration)

ObjCameraVertical

Like the ObjCameraPanVertical, but the camera faces this object, rather than pointing away.

ObjCameraTube

Made for places like Green Hill Modern’s cave after the waterfall, the camera “rides” the path set by the PathID, and points forward.

ChangeNormalCameraParam

Changes the default camera to different settings (e.g. distance, Fovy, etc). Dying and going into a 2D section will revert the camera to defaults. I don't think that there's any other way to reset the camera back to the defaults, however.

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