I'd really like to see how this would look when applied to vanilla Generations stages, especially when it comes to reflections. Great work, Skyth, this is extremely impressive.
complete revamp of a graphics engine and implementation of major rendering features that didn't exist in the original, all through reverse engineering? this is beyond insane
@@yes5937 that's a thing people can already do pretty easily i thought? all you needed was FXpipeline iirc, which came with Sonic GMI, the Unleashed Project, and HMM
This is wonderful! I appreciate the amount of work put into this, it's exciting to see how other stages will look once this is finished ! Keep up the good work
Bruh this looks amazing can't wait to see this lighting shaders mod in the future with something like the unleashed project or just normal generations stages awesome work bro!!!
HAPPY NEW YEAR TO ALL🎆🎆🎆🎉🎉🎉🎊🎊🎊 Goodbye 2020 and hellooo 2021. Anyway with that out of the way I really like what you have going here I only watch the first one recently and the second one looks even better. Keep up the good work.👍
The work you've done this year has been fantastic. Thank you and the other guys for keeping the modding scene for this game alive. It inspired me to get back into it myself.
Speaking of, is there a modding discord open to the public where I could ask questions? I'm working on a Python script for Blender to export spline data to a path XML.
@@lilpastasalad7837 you could join rad's server: discord.gg/3MNYQ4kN also I swear there was a blender script for importing/exporting path files but I can't find it anymore
Absolutely amazing dude. Would this be a global change for the hedgehog engine, or does it need to be applied on a per-stage/per-material basis (and is that something that's already being worked on lol)? I'm curious how this would work for custom stages made before its introduction once it releases. Also, noticed you have motion blur off. I personally like how it looks so I hope thats not a permanent change. And actually, would it be possible to increase the sample count in your graphics overhaul? Thats one of the issues with motion blur in the original engine, causing it to look a bit dated. Similarly, the older version of fxpipline had really wonky motion blur where it would be incorrectly tracked ahead of some objects, is that fixed as well? Keep up the awesome work! EDIT: Noticing more things the more I watch lol. I saw that some of stage shadows didn't actually cast on sonic in the beginning around 0:10 , I'm guessing those are just pre-baked shadows on the stage itself and that sunlight doesn't actually align with them, curious if that would be a problem in some of the generations stages too.
the main rendering code has been rewritten so vanilla stages will look screwed up, so yes, stages need to be adapted for these shaders. disabled motion blur because it's makin me dizzy while doing playtesting. increasing sample count would require the shaders to be edited. I haven't been able to fix that fxpipeline blur bug yet. sonic wasn't shadowed due to the shadowmap box being weird, nothing parameter adjustion can't fix.
@@blueskythlikesclouds Thanks for the quick reply. Glad to see so much stuff is being worked on all at once. If you ever open a patreon for a gen/unleashed stage conversion with these shaders imma instant sub.
@@blueskythlikesclouds That makes sense. Even the materials for all the objects? Anyway, what I wanted to know is, how much work it is to rework or create materials for this rendering engine. Like how much work is there from something set up in Blender to it being properly displayed ingame?
@@Automatik234 the parameters have to be exported into a texture the same exact way forces does it fresnel IOR on Red channel smoothness on Green channel ambient occlusion on Blue channel metalness on Alpha channel as for how they can be exported from blender, I got no idea. I don't really use blender.
Let me get this straight, you implemented features Sonic Team were bragging about that took them three years to do not only without the source code but in a few months?
@@Zoro-cs2wx And? That doesn't disprove what the video shows. The description does say that Skyth modified the render so it could do what the lighting engine in Forces does.
I'd really like to see how this would look when applied to vanilla Generations stages, especially when it comes to reflections.
Great work, Skyth, this is extremely impressive.
It's been generations since I last saw you
complete revamp of a graphics engine and implementation of major rendering features that didn't exist in the original, all through reverse engineering? this is beyond insane
If I was a modder, I’d love making maps with these new features
The Sonic Generations modding community always never cease to amaze me.
Dude, I to see how this would look on Generations and Unleashed stages now! This is amazing! :D
It'd be nice to see the Unleashed shaders in the Unleashed project..
@@yes5937 that's a thing people can already do pretty easily i thought? all you needed was FXpipeline iirc, which came with Sonic GMI, the Unleashed Project, and HMM
Jungle joyride lags on my pc :((( (i use a overheating GTX 1650 mobile)
I love how Generations can still top every current sonic game
10 years and this game is still on its feet
Such a awesome job Skyth, also this free camera looks like a drone sailing in the city
Thank you for all your work dude, Happy New Year! 🙏🏻🎆
This is wonderful! I appreciate the amount of work put into this, it's exciting to see how other stages will look once this is finished ! Keep up the good work
God this is so good. A fine new year present from you
Bruh this looks amazing can't wait to see this lighting shaders mod in the future with something like the unleashed project or just normal generations stages awesome work bro!!!
HAPPY NEW YEAR TO ALL🎆🎆🎆🎉🎉🎉🎊🎊🎊 Goodbye 2020 and hellooo 2021. Anyway with that out of the way I really like what you have going here I only watch the first one recently and the second one looks even better. Keep up the good work.👍
There is probably more effort than Sonic Forces PC port.
The work you've done this year has been fantastic. Thank you and the other guys for keeping the modding scene for this game alive. It inspired me to get back into it myself.
Speaking of, is there a modding discord open to the public where I could ask questions? I'm working on a Python script for Blender to export spline data to a path XML.
@@lilpastasalad7837 you could join rad's server: discord.gg/3MNYQ4kN
also I swear there was a blender script for importing/exporting path files but I can't find it anymore
@@blueskythlikesclouds it might be in the overclocked dev server, gimme a sec
I truly don't know what to say to this
Just, congrats dude. Congrats.
Ultra pog
video emek kokuyor yaa ışıklandırmalara bak
Wow... Sonic Generations Forces Project?)
Looking very nice!
Damn this is really impressive!
That's hot, man, congrats and good luck!
Dude, That looks so cool.
Good Job!
Skyth, THANK YOU FOR EXISTING
lookin good
Skyth, can I tell you how many times you've made Sonic Generations better? Also, Happy New Year!
geri dönmene sevindim :)
hiç gitmemiştim ki ;)
I feel like sunset heights needs a complete redesign because its so similar to Park Avenue
Sonic Forcerations
be a little more original :floshed:
Wish my mind has exploded. Now I can imagine Forces with Generations/Unleashed gameplay. Sega should take note for the gameplay engine.
Anyway thanks for the auto like that you're used.
@@aidenzapper8437 I liked it myself though lol
@@blueskythlikesclouds oh wow so you're active constantly?
@@aidenzapper8437 my phone gets the notifications so I see it from there
I wonder what will be like if luminous forest was in Sonic generation.
This so cool when will this be realse.
no idea tbh
I want it out for this year's sonic hacking contest
Absolutely amazing dude. Would this be a global change for the hedgehog engine, or does it need to be applied on a per-stage/per-material basis (and is that something that's already being worked on lol)? I'm curious how this would work for custom stages made before its introduction once it releases.
Also, noticed you have motion blur off. I personally like how it looks so I hope thats not a permanent change. And actually, would it be possible to increase the sample count in your graphics overhaul? Thats one of the issues with motion blur in the original engine, causing it to look a bit dated. Similarly, the older version of fxpipline had really wonky motion blur where it would be incorrectly tracked ahead of some objects, is that fixed as well?
Keep up the awesome work!
EDIT: Noticing more things the more I watch lol. I saw that some of stage shadows didn't actually cast on sonic in the beginning around 0:10 , I'm guessing those are just pre-baked shadows on the stage itself and that sunlight doesn't actually align with them, curious if that would be a problem in some of the generations stages too.
the main rendering code has been rewritten so vanilla stages will look screwed up, so yes, stages need to be adapted for these shaders.
disabled motion blur because it's makin me dizzy while doing playtesting.
increasing sample count would require the shaders to be edited.
I haven't been able to fix that fxpipeline blur bug yet.
sonic wasn't shadowed due to the shadowmap box being weird, nothing parameter adjustion can't fix.
@@blueskythlikesclouds Thanks for the quick reply. Glad to see so much stuff is being worked on all at once. If you ever open a patreon for a gen/unleashed stage conversion with these shaders imma instant sub.
This looks beyond understanding , its so espectacular
Its going to be longer than the original stage ?
I might combine it with the avatar stage and metal sonic boss
How much work was needed to rework the materials?
what do you mean? the materials are directly from forces
@@blueskythlikesclouds That makes sense. Even the materials for all the objects? Anyway, what I wanted to know is, how much work it is to rework or create materials for this rendering engine. Like how much work is there from something set up in Blender to it being properly displayed ingame?
@@Automatik234 the parameters have to be exported into a texture the same exact way forces does it
fresnel IOR on Red channel
smoothness on Green channel
ambient occlusion on Blue channel
metalness on Alpha channel
as for how they can be exported from blender, I got no idea. I don't really use blender.
awwwww hell yea
:moyaiflushed: :moyaipanic:
were the objects ported?
most recreated some ported
Let me get this straight, you implemented features Sonic Team were bragging about that took them three years to do not only without the source code but in a few months?
1. it took me over a year
2. they implemented this stuff from scratch. I replicated what they did.
@@blueskythlikesclouds It's still impressive for one person
Sonic Generations. Making Sonic Forces pointless since 2011.
pointless how?
How
@@blueskythlikesclouds As in superior in every level. You are even porting the lighting from that game, pretty much rendering its existence pointless.
@@alanbareiro6806 My guy did you not even read the description? Vanilla HE1 can't even achieve any of this.
@@Zoro-cs2wx And? That doesn't disprove what the video shows. The description does say that Skyth modified the render so it could do what the lighting engine in Forces does.
This doesn't look very good to me
you also for some reason don't look good to me
@@blueskythlikesclouds this reply for some reason doesn't look very good to me
you look very good to me
@@AsterLotus Thanks
Hush child it is very impressive