
SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 13, 2008 03:36 PM
Msg. 1 of 147
Hello everyone , i have been a lurker here for quite a while , but with the end of the forums at GBX i felt that it would be nice to move to this forums and start a fresh thread. For those who dont know , heres the full back story to Sonic CE from the beginning. The project started out as 1 map in August 24th 2004 , that map was the Green Hill Zone , we made it based on a 3d fan game that someone had created and exported it to CEs engine , which was still relatively new and fresh full of ideas , and got some great feed back from it. This is what started the whole craze , since then , we have worked on this concept , we pushed multiplayer to hell and back working on various ideas , one of which implemented random permutations. This idea slowly went down hill as we lost team members quickly , in the summer of 2006 we fully gave up on Multiplayer as we could not push the engine far enough and actually make it sync online. On October 24th 2006 we announced that we where starting on Single Player , with that we released the Green Hill Zone SP beta shortly after the announcement , this beta we where pleased with and had for a while privately , so we decided to release it to get feed back. We have been working on our tag set for a very long time , and during that time it has taken us so long because of various team members only joining for betas or not doing their jobs correctly (being lazy) , and we are sorry that it could not be done sooner. Our most recent release was the map "Kingdom Valley" which i made personally myself with the advice from Masters , Tiamat , and alot more people from the community , it featured Time of Day , which was a feature that allowed the time to change ingame unrealistically making the sky change from midday to night slowly , aswell as faking speed blurr effects , and adding more features that made it enjoyable , and also adding little easter eggs for the fans of the team , and also for the people that constantly support us on youtube. Currently we are working on both Single Player and Multi Player projects , i lead the single player side , and my fiance (Yize) leads the development for the multiplayer side , which she is basing off theWaxs concept "Sonic Halo" which featured on Newgrounds and included a secret ad for the mod in one of the menus. We have gotten a big backing from most people on loads of forums , and we have come here hoping that you will give us support just like everyone else :)
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_TheArbiter_
Joined: Apr 22, 2007
"stupidity is an epidemic " - Donut
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Posted: Jan 13, 2008 03:40 PM
Msg. 2 of 147
hi there sonic, all hail master of SMT.....yeah im waititng till its done :) ........also yeah i saw u more than 1 time here and h2v but u allways had 0 posts....well welcome to halomaps 
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HDoan
Joined: Feb 19, 2007
"'Tis only happens to them Asians" - ODX 2008
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Posted: Jan 13, 2008 03:43 PM
Msg. 3 of 147
And all hail the team rigger.
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_TheArbiter_
Joined: Apr 22, 2007
"stupidity is an epidemic " - Donut
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Posted: Jan 13, 2008 03:45 PM
Msg. 4 of 147
u rig for them?.....i noticed they were searching for a rigger on modDB thing
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jan 13, 2008 03:54 PM
Msg. 5 of 147
Quote: --- Original message by: HDoan And all hail the team rigger. Come on dude, they are gonna be bowing down to me :P
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NapalM
Joined: Jul 8, 2007
keke
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Posted: Jan 13, 2008 04:21 PM
Msg. 6 of 147
Well, It's good to know that SMT is doing something, lol
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Jan 13, 2008 04:28 PM
Msg. 7 of 147
It's been in the works soo long that i stoped following it. Are you going to be posting regular updates or something to bring demand and interest back?
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 13, 2008 04:50 PM
Msg. 8 of 147
Well , with our new concept for the single player story line involving a new never seen in 3d before character , plus multiplayer being finally done correctly , we hope that this plus more content will bring interest to the mod , especially seeing as its quite far into development , at the moment we are in search of anyone that can do decent animations to help speed things up.
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Jan 13, 2008 05:18 PM
Msg. 9 of 147
I know there are a few here that can do animations i just can't recall their names right now. But you never know one of them might want to sign up. I am pleased that you guys are still working on it. I thought that you guys totally broke up. But i can see why it's taking so long if you keep getting team members who drop out.
I looked one of the videos and i was interested in the speed effect you guys made. what actually is that? Was it caused from an item the character picked up?
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 13, 2008 05:20 PM
Msg. 10 of 147
the blurr effect is whats known in the engine scripts as "convolution" idk weather i spelled that right XD , basically you can change the intensity of it , and how long it lasts , we simply used trigger volumes to control it , i am currently looking into other screen effects that make the screen look like the scene where you insert jenkins disk into your helemt and it plays his last recording , i want to get that effect working for the E units FP hud :)
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SiMuLaCrUm
Joined: Oct 25, 2006
too digital
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Posted: Jan 13, 2008 08:34 PM
Msg. 11 of 147
Quote: --- Original message by: shawnh SWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE... EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET That was real mature.
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 13, 2008 09:11 PM
Msg. 12 of 147
Some of the new content featured will include the Fleetway , Archie and official character "Sally Acorn" , Sally has never been seen in 3d before , so this is the first time she has been in 3d , she was an official Sega character in the game , but only as a small animal found in the animal containers at the end of each level , this design is from "Sonic SatAM" a show that aired every Saturday morning , in which there was a much darker plot to an alternate universe with a different plot from the games , Sallys design was changed , and made for SatAM and then the design stayed the same but matured more for the Archie comics. In the fleetway comic series "Sonic the comic" Sally retained her Sega style from the games which was alternate to the SatAM style. How does Sally come into the mod storyline ?Sallys character and personality will be changed from that of the comics , not too much , but to avoid her mood swings and emotional outbursts she has in the comics as alot of fans agreed too much of this in the comics is what made her character slowly go abit bad , and put alot of fans off , we shall be keeping more to the SatAM style persona , her abilitys in the mod will be more related to sneaking around , bombing places , and generally doing the opposite to what you do as Sonic , which is race through the level at break neak speed destroying anything you can lay out little blue spikes on.
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Jan 13, 2008 09:47 PM
Msg. 13 of 147
looks awesome sonic. ive been interested in this mod since i came to halo CE but haven't been following it much. so can you tell me what characters have been made? like tails, knuckles, etc.
and since when is Eggman 11 feet tall?
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 13, 2008 10:07 PM
Msg. 14 of 147
the only reason Eggman is 11 feet tall is because of the fact that we did not shrink Sonic down in size when we had him rigged , so everything has to be bigger , the E gunners are bigger than Sonic in the game , and in the cartoon , Robotnik is roughly the same size , so we decided to size him up abit.
As for other characters , so far nothings been done about them , we do have alot of models , that COULD be used , but at the moment nothings been planned due to lack of staff.
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 13, 2008 10:21 PM
Msg. 15 of 147
That was their choice on closing the forums , besides which thats all in the past now. We hope that by finishing the tag set we can release not just one SP map , but an entire conversion like CMT , as we originally planned. As for anything else for now , heres a little video i stuck together. http://www.youtube.com/watch?v=fvBzKNWW3io
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Jan 13, 2008 10:44 PM
Msg. 16 of 147
Quote: --- Original message by: corndogman939 and since when is Eggman 11 feet tall? I believe he was quite a bit lager then sonic in the sonic title Sonic R. That to me was one of the best games just too shot. Anyhow sonicxtr3me welcome to these forums i am sure you will find enjoyment here. I always liked that sonic that is found in Sonic CD. Or i think that was the name of the game, it was not a very popular title if i remember correct. Keep working on this idea. Btw how did you get that ring pick up effect. I was curious. To me it seemed like maybe there was a hidden weapon on the biped and you picked up the rings as if the rings were ammo.
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Nugga117
Joined: Nov 14, 2005
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Posted: Jan 13, 2008 11:24 PM
Msg. 17 of 147
not a sonic fan, but i admire the hard work put into this.
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Jan 13, 2008 11:28 PM
Msg. 18 of 147
Quote: --- Original message by: ILLEGALLcheatsMAN he could have gave sonic an unarmed weapon and the rings could have provided ammo for a primary that was scripted to fire only when the biped took damage.
i may be wrong. sounds like a good educated guess to me
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 14, 2008 09:05 AM
Msg. 19 of 147
to be honest i cannot fully remember , all i know is we have grenades set as the rings , thats how we can pick up so many , i also remember something about the shields being low , so i think that you are right about the 1% shield idea , as it rings some bells in my head , unfortunately i some times have problems remembering things like all people so >< As for things , as always i work almost all the time on this project , and last night was no exceptions , i made that post , logged off the net , and then proceeded to work till 6am and then finally fell asleep at my desk and woke up at 1:23pm.... this is what i did during that time.... I worked on Sal because i felt that she looked out of proportion slightly from her design , the head was abit smaller than the original design , so i made it abit bigger to emphesis the cartoony look like in all Sonic characters , the head is slightly larger than the body. I then gave Sally her personal computer "Nicole" from the series , i had modeled this a while ago , but i thought it was worth showing on a render where it would go ingame , and what it looked like on Sal , and then after that , i spent abit of time fixing UV errors on the eyes , and then i made a mouth similar to Sonics to give her a less "Dense" look on her face , now she looks slightly happy rather than gaunless.
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NapalM
Joined: Jul 8, 2007
keke
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Posted: Jan 14, 2008 10:11 AM
Msg. 20 of 147
Nice
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Jan 14, 2008 12:37 PM
Msg. 21 of 147
grenades as the rings, oh thats a very good smart idea. It's nice to know technically how some of the stuff in your mod works.
How many SP maps are there going to be?
Also are there going to be enemies to kill?
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 14, 2008 01:23 PM
Msg. 22 of 147
there will be the same ammount of SP maps as in the normal Halo compaign , and yes there will be lots of enemys to face :)
I am currently in the middle of updating our moddb page that has gone abit messed up because of their new system.
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Jan 14, 2008 01:37 PM
Msg. 23 of 147
At what percentage would you say the team is at? Just to give us a since of what point you are at.
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 14, 2008 01:48 PM
Msg. 24 of 147
i am unsure atm , i think its in the region of around 40% because of the never ending alterations we make at tweeking the tagset to make sure we get the most out of it , things will speed up once the entire set is done.
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Jan 14, 2008 02:05 PM
Msg. 25 of 147
oh i am sure. What is harder making the levels or making the tags?
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 14, 2008 02:34 PM
Msg. 26 of 147
Tags >< for me anyway , i can do scenery and stuff i just cannot do things like anims and bipeds to save my life
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Jan 14, 2008 02:45 PM
Msg. 27 of 147
Well i can't do any of that stuff either, not that i want to anyhow.
When you guys get further along let us know about the sort of story line you guys are thinking about using. I am glad you guys are still working on it.
are there going to be flickys? I think they were called that. You know those small little animal things that appear at the end of sonic levels.
It would be cool if you made a level where you had to collect a few of those and guide them to the end of the level. Sonic 3d had that in it i believe.
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Jan 14, 2008 02:59 PM
Msg. 28 of 147
Most teams breakup over time it can't be helped. the bighest ones i knew of was UMT and the zelda conversion team. Alot of teams lack a strong motivated leader. but this sonic conversion has a strong future as someone is for sure keeping up on the project. Thats what teams need. They just need someone to keep it going. I am going to help this sonic team by giving moral support. 
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jan 14, 2008 03:28 PM
Msg. 29 of 147
Quote: --- Original message by: SonicXtr3meit featured Time of Day , which was a feature that allowed the time to change ingame unrealistically making the sky change from midday to night slowly Do I understand correctly, that you used animated shaders to simulate slowly changing the time of day? I hypothesized such a thing, but to know it actually works ...
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 14, 2008 04:19 PM
Msg. 30 of 147
for the time of day thing , its done using trigger volumes which change the BSP , each BSP has a different textured skybox for it , as for the small animals , i will include them if some of you are nice enough to help me search the net for reference , because i have been looking through the sonic games and there are not enough images of them to make a clear 3d model out of , i tryed to hack SADX to get the flicky and other animals , but no luck as the model data comes out of the game abit like ....... noodles .... ><
Anyways , more info when i can get these reference pictures , then i can model stuff again :)
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Jan 14, 2008 05:03 PM
Msg. 31 of 147
Quote: --- Original message by: SonicXtr3me as for the small animals , i will include them if some of you are nice enough to help me search the net for reference , because i have been looking through the sonic games and there are not enough images of them to make a clear 3d model out of , Found a few things http://sonic.wikia.com/wiki/Flicky_birdhttp://www.dcshooters.co.uk/sonic/sonic32bit/sonic3d/sonic3d.phpbottom one has a image on the right that gives a really good view of what the little guys look like. They are much smaller then sonic. They are at least in sonic 3d blast only the size of his leg up to the knee i would say. Making them a size similar to the flood infection forms would work well.
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jan 14, 2008 06:38 PM
Msg. 32 of 147
As for bringing up other issues , i theorised about making Chao work ingame perfectly with a random lvling system which would change them into different types when given a certain item , in total it got crazy , i think i had over 45 permutations that i had figured could go into the theory , and work , but i doubt CE would allow it , even if they where only small texture changes.
This was the same kinda problem we had with multiplayer a while ago , you can make alot of permutations with the same skeleton , but i am positive theres some kind of limit to it , if someone can prove me wrong please say so , because if not then the Chao idea might go a head.
As for small animals i am still trying to get the damn things out of SADX , the last resort is to model them at the moment with University work clashing with mod work , i prefere a quick solution to the mod work.
Either that or get someone with a Chankast Emulator and SA2 or SA1 and ask them to D3D rip them for me >< , the possiblitys of ripping are endless you just need the tools.
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_TheArbiter_
Joined: Apr 22, 2007
"stupidity is an epidemic " - Donut
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Posted: Jan 14, 2008 07:04 PM
Msg. 33 of 147
Quote: --- Original message by: SonicXtr3me As for bringing up other issues , i theorised about making Chao work ingame perfectly with a random lvling system which would change them into different types when given a certain item , in total it got crazy , i think i had over 45 permutations that i had figured could go into the theory , and work , but i doubt CE would allow it , even if they where only small texture changes.
This was the same kinda problem we had with multiplayer a while ago , you can make alot of permutations with the same skeleton , but i am positive theres some kind of limit to it , if someone can prove me wrong please say so , because if not then the Chao idea might go a head.
As for small animals i am still trying to get the damn things out of SADX , the last resort is to model them at the moment with University work clashing with mod work , i prefere a quick solution to the mod work.
Either that or get someone with a Chankast Emulator and SA2 or SA1 and ask them to D3D rip them for me >< , the possiblitys of ripping are endless you just need the tools. yes, there is a limit and i can give u a site were ppl rip stuff from SADX....actually from there i downloaded some models of sonic, gamma and other things.... heres the link: http://forums.sonic-cult.org/index.php?s=1076cb724be2d0e3baac15e18672e8f1&showtopic=941&st=0that will link u directly to a thread were they have sonic models and all that.....give a shot there
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Jan 14, 2008 07:17 PM
Msg. 34 of 147
oooh that thread has a fully textured tikal model. id like to see that included in the mod.
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_TheArbiter_
Joined: Apr 22, 2007
"stupidity is an epidemic " - Donut
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Posted: Jan 14, 2008 07:27 PM
Msg. 35 of 147
Quote: --- Original message by: corndogman939 oooh that thread has a fully textured tikal model. id like to see that included in the mod. also it has sonic, knuckles, tails, amy, all the e-series robots, mecha sonic, chaos 0, 2 and 4....and other stuff
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