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Difference between revisions of "Sonic Generations/Objects"

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* false = Spring acts normally
 
* 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.
 
* 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.
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==AdlibTrickJump==
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===SizeType===
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* 0: The Trick Ramp will be smaller then before.
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* 1: The Trick Ramp will have his normal size.
  
 
==General Floor==
 
==General Floor==

Revision as of 13:33, 20 September 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; more on that later).

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

(Air) Spring

MotionType (Modern)

  • 0: Sonic does his normal springing animation.
  • 1: Sonic does his normal springing animation.
  • 2: Sonic goes directly into his falling animation.
  • 3: Sonic spins momentarily, and then unspins.
  • 4: Image to show.
  • 5: Sonic does a frontflip.
  • 6: Sonic goes into the animation that he does when he hits a balloon.
  • 7 and above: The game crashes.

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 then before.
  • 1: The Trick Ramp will have his normal size.

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.

ObjCameraBlend

Blends two cameras together presumably. At version 0.5.7, SonicGLvl can’t use this since (A) nested properties can’t be changed, and (B) with ver 0.5.5a, nested properties of an object (in this case Cameras\SetObjectID) can’t be changed reliably if two properties have the same name.

ObjCameraFix

Locks the camera in one spot: the direction from the object itself to the TargetPosition. SonicGLvl v0.5.7 can’t edit that property since it’s a nested property, so an earlier version is needed.

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).

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.

ObjCameraPan

Camera looks at sonic from the location of the camera itself. The CameraPositionMode property 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. CameraPositionMode appears to not have the same effect as with ObjCameraPan.

ObjCameraPoint

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

ObjCameraObjectLook

Stares at an object, even if it moves. It’s probably best to set Target and TargetObject to the same ID (the one you want stared at).

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 in 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 will revert the camera to defaults. To do that without dying, I’m not quite sure yet. City Escape Act 2, however, does this.

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