Sonic Heroes/Event Editing
From Sonic Retro
Revision as of 20:04, 23 February 2019 by Benjamin Thomas Newell (talk | contribs)
SCHG: Sonic Heroes |
---|
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 |
In variety of rendered cut-scenes through some levels in story mode, they use camera animations in each event through the cut-scene before the start of the level.
File Names
ONE Archives
In each "eventTTSS_sceanNN.one" archives, they contain camera animations in .TMB format and objects that load during the cut-scenes. TT is the team ID, SS is the stage scene ID and NN is the scene number. Grand Metropolis Casino Park Rail Canyon Hang Castle Egg Fleet Egg Hawk Robot Carnival Egg Albatross Robot Storm Egg Emperor
Objects
For the naming of models including animations, the following suffixes assigns the material flags to the object using one of these:
- _ALPHA_ - Alpha + reflective material
- _ALPHANL_ - Alpha
- _PLUS_ - Additive Alpha
Any names without these will assign a regular flags to the object. These will only work for certain objects, any others are given their flag that's defined by the game's function at these addresses:
- 0x90DF5 (0x490DF5)
- 0x90E9A (0x490E9A)
- 0x90F2A (0x490F2A)
- 0x90F62 (0x490F62)