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 Post subject: SADX Sonic as he was supposed to be IMO
Posted: Tue Jan 25, 2011 4:25 pm 
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In this mod I'm making Sonic the way he (in my opinion) was supposed to be in SADX.

I'm sure people will agree with me on a few points. Some people even tried stuff like this before but failed because of auto-weld. So far I've found a way to work around this.
Let's hope my method proves successful in the upcoming updates.

All changes will be made in the CHRMODELS.DLL. This will work without any kind of modified exe.

Stuff done for Sonic:
  • Removed crystal ring model. I shrunk it and placed a regular cuff on the little bit of arm that was left. This to work around the crystal ring's auto-weld.
  • Pointer-swapped the regular shoes over the LSDash shoes. (Credit to Rias for ever getting that to work as seen here. It seems just swapping the seg pointer for the heels is enough to change the entire shoes. This probably because of child-parent relations.)
  • Made the rolling model use the regular models instead of the DC ones. This was only temporary though. It was mainly to get the models in the right pose.
  • Removed the spin ball by porting the rolling models, all combined into one model which I call the 'solid rolling model', over the spin ball.
  • Shrunk all of the rolling models except for the body and ported the 'solid rolling model' over the body. This to make sure the rolling model and spinball have the exact same pose.
  • Removed the gloss.

Stuff done for Super Sonic:
  • I used the sstx_body.pvr from the AVA_CHSEL.PVM for Super Sonic's 'fur'.
  • Gave Super Sonic's body a light yellow gloss and removed the gloss altogether on the gloves and shoes. Done with both the regular body and the rolling model.
  • Sphere mapped Super Sonic's body.
  • Ported regular Sonic shoes over Super Sonic's shoes, didn't break a thing thanks to my working theory which isn't ideal, but works.
  • Gave Super an improved head model with improved spikes and new UV maps.

Stuff done for Tails:
  • Removed upgrades through a port, a few pointer swaps and a seg struct fix.
  • Removed spin ball the same way as I did for Sonic.

Stuff done for Knuckles:
  • Removed Shovel claws and fighter gloves.
  • Removed spin ball. (shocking huh?)

Stuff I might still do something with:
  • Sonic's spin dash trail.
  • Sonic's LSDash aura.
  • Super Sonic's spin dash trail.
  • Super Sonic's aura.
  • Make Knuckles' gloves look less glitchy through a vertex edit.

If you think there's something else I can do to improve Sonic/Super Sonic/Tails/Knuckles, without losing the SADX style, please let me know so I can add it to my list.

Development pictures:
Sonic,
Image
Super Sonic,
Image
Tails,
Image
Knuckles,
Image

More updates coming whenever.


Last edited by Zarosguth on Sun Jan 30, 2011 8:46 pm, edited 9 times in total.


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 Post subject: Re: SADX Sonic as he was supposed to be IMO
Posted: Thu Jan 27, 2011 3:41 pm 
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Update, check the first post to see what has changed.



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 Post subject: Re: SADX Sonic as he was supposed to be IMO
Posted: Sat Jan 29, 2011 8:32 am 
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Joined: Sat Jun 19, 2010 3:11 pm
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that is feaking awsome


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 Post subject: Re: SADX Sonic as he was supposed to be IMO
Posted: Sat Jan 29, 2011 4:56 pm 
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Improved Tails too now.
Because I can.
Image
Stuff done for Tails:
  • Removed upgrades through a port, a few pointer swaps and a seg struct fix.
  • Removed spin ball the same way as I did for Sonic.

Updated first post



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 Post subject: Re: SADX Sonic as he was supposed to be IMO
Posted: Sun Jan 30, 2011 8:43 pm 
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Hey look!
Image
It's Knuckles!
Spoiler:
Without shovel claws, fighter gloves or spin ball.

The gloves look a bit weird but that's a side-effect of working around the auto-weld, they simply don't weld together.
I'll try to make them look a bit less glitchy with a vertex edit later. And with later I mean tomorrow.



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 Post subject: Re: SADX Sonic as he was supposed to be IMO
Posted: Tue Feb 01, 2011 6:27 pm 
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Final stuff done:
  • Fixed the glitched part of Knuckles' gloves to the best of my ability.
  • Moved Knuckles' entire model up by 0,2.
  • Removed Super's aura while standing still and placed the moving aura textures over the aura at max speed textures.
  • Changed Sonic's charging energy to the blue variant before collecting the crystal ring (the quicker charge effect is still there).

Video is up!
Link here: Clickidy-click-click.



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 Post subject: Re: SADX Sonic as he was supposed to be IMO
Posted: Wed Feb 02, 2011 3:24 am 
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Interesting changes. However, I think that Super Sonic head could use some work. I got the Sonic 06, Sonic 4, and Sonic Colors Super Sonics if you wanna use them as a reference


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 Post subject: Re: SADX Sonic as he was supposed to be IMO
Posted: Wed Feb 02, 2011 7:50 am 
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GrandMasterGalvatron wrote:
Interesting changes. However, I think that Super Sonic head could use some work. I got the Sonic 06, Sonic 4, and Sonic Colors Super Sonics if you wanna use them as a reference

No thank you, I tried to keep the SADX style, as stated in the first post. Besides, this is how I think it should have all looked. Therefore I'm keeping it this way because I like it.



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 Post subject: Re: SADX Sonic as he was supposed to be IMO
Posted: Tue Jun 07, 2011 5:44 pm 
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Okay, I'd like to start by thanking Zarosguth for this simple mod that I've grown to love. Next I'll apologize for bumping this subject to all the sticklers for the rules, but I figured bumping this would be better than creating a new post for something insignificant. Image Image [Image Image Basically Just removed the jumpball and updated pvm, I like it and it's a edit of Zaros' so it has all the other updated models, also removed gloss from Sonic's cutscene head which Zaros must have missed. Image

Download: http://www.mediafire.com/?7boely8mwmkawf2


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