Proving that it's possible, rather than re-rendering the GIA from scratch like everyone else ever has tried to do with Colors stages, me being too poor to buy Vray and I'm sure as hell am not going to pirate it, I looked into how Colors handles shadowmaps, and seeing as I figured out Mario Kart Wii uses shadowmaps and apparently Colors does it in the exactly the same way, I managed to use the same shadowmap textures from Colors in Generations as GIA.
Basically Generations has the GIA set to map channel 2, no big surprise most of you probably already know that if you've tried applying GIA before, and everything else (maybe with some exceptions) use channel 1 or an environment map. The .brres format that Colors uses could have anything assigned to any map, so I had to swap the UVs of the channel used for shadows to channel 2 for any object that used 2 or more other maps. From there I created the GIA just as any other stage really.
This video only shows the GIA, and nothing else has been changed since the last release which is why there are some duplicated animated objects here and there and some missing, as next I will look into getting animations working, just as SonicHero2491 has already. I would have gotten more done but I at least wanted to show something considering how much longer it took compared to how long I expected.
And for those wondering, yes it is also possible to port shadows from any game at all that uses shadowmaps, so far I've also tested Mario Kart Wii models and it works just fine, so it's worth experimenting I guess.
Негізгі бет Ойындар Sonic Generations Mod - Sonic Colors GIA Porting Proof of Concept
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