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18 February 2025

  • 01:0301:03, 18 February 2025 Resources/Master Level (hist | edit) [3,070 bytes] Angryzor (talk | contribs) (Created page with "Starting with Sonic Frontiers, HE2 includes the Levels system to automatically and dynamically load resources when they are needed. Master Level is a resource type that contains information on which resources should be loaded to load a level, and also describes the dependencies between different levels. Master Level is stored in a Binary File container. == Structure == <syntaxhighlight lang="cpp"> struct DependencyData { const char* name; unsigned long long unk1; };...") Tag: Visual edit

30 January 2025

29 January 2025

27 January 2025

26 January 2025

21 January 2025

  • 13:2313:23, 21 January 2025 Sonic Origins (hist | edit) [1,755 bytes] Sonen10 (talk | contribs) (Added a starting point from which to expand from (aka please remove my tangents about semi-related stuff).) Tag: Visual edit
  • 13:0213:02, 21 January 2025 EnemyObjEnemyHole Values (hist | edit) [3,230 bytes] Starlight (talk | contribs) (Created page with "The '''"EnemyObjEnemyHole"''' object contains 31 spawnable enemies. The parameters are as follows: '''EnableEffect:''' Is the spawn particle. '''FirstState:''' ''Is currently unknown.'' '''GenerateMaxCount:''' Is the maximum number of spawns allowed. '''GenerateSeperateTime:''' Is the time between respawns. '''Personality:''' Is the behaviour of the enemy; personalities range from 0-9 and control many aspects of enemy behaviour. These can be viewed and modified in...") Tag: Visual edit

19 January 2025

  • 16:1416:14, 19 January 2025 Resources/K-D Tree (hist | edit) [5,116 bytes] Angryzor (talk | contribs) (Created page with "K-D Tree is a resource encoding a k-d tree acceleration structure. It is used in various locations as a runtime resource in the engine, and also embedded in the Path resource. An extremely similar structure is also found in the SvCol and FxCol resources. Presumably ResKdTree was built as a reusable generalization of these structures, as at least HE2 does not use the one embedded in SvCol at...") Tag: Visual edit

12 January 2025

11 January 2025

10 January 2025

9 January 2025

8 January 2025

  • 16:4616:46, 8 January 2025 Character Swapping Framework Documentation (hist | edit) [18,983 bytes] Starlight (talk | contribs) (Created page with "The "'''Character Swapping Framework'''" is a mod for '''Sonic Unleashed''' that adds in the ability for a user to install one or more model mods to their game and then toggle between each model mod in game. The mod has a few major iterations that a modder could fork for their own work. === Glossery: === '''CSF''' : Character Swapping Framework '''Data Archive''': The archive containing character model, sound and ui data, such as "'''ActD_Char_Custom.ar'''" '''Data B...") Tag: Visual edit
  • 00:4900:49, 8 January 2025 How To Create Mods For The Character Swapping Framework (hist | edit) [5,276 bytes] Starlight (talk | contribs) (Created page with "This is a guide for the [https://gamebanana.com/mods/481949 Unleashed Character Swapping Framework]! In this guide we are going to assume you already have your mod created for the game as standard or that you already know how to create such a mod and have a basic understanding of how to mod Unleashed. = First steps: = To make a mod/modpack based on this mod first you need to, Pick a character slot/slots. Both day and night have 24 each, these can be seen below. == Cha...") Tag: Visual edit

7 January 2025

6 January 2025

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