03-20-2019, 03:12 AM
So, given this is one of my favorite games, I thought I'd at least pop in to comment; first of all, we now CAN get every model from the game essentially. TGE went ahead and made a tool for it. Getting some things is more annoying than others are there are some quirks such as needing to apply textures manually, but thankfully obtaining textures isn't an issue and with some elbow grease you can get around the rest.
https://www.vg-resource.com/thread-33758.html
Most models, though not all, are in the EXE on the pc version. A predumped set of these in .dae format can be found here: https://1drv.ms/u/s!AmsmLjy_fwAMgdJ2IUg3__-AZIw4pQ
Some, though not all, of them have swapped red and blue vertex colors. This script will fix that in 3ds Max: https://1drv.ms/u/s!AmsmLjy_fwAMgdJ3kuAlhTm-mc6pMg
Textures can be dumped using PVMEditSharp in SATools: http://info.sonicretro.org/SA_Tools
I'd advise trying to do final export for them with vertex coloring intact as it adds a lot of detail. This means exporting the resulting import to .dae/.fbx for example. .obj does NOT retain vertex coloring.
Second, levels are currently not exported in a nice way from SALVL. While it will work, vertex coloring loss will result in a lot of detail loss. If you're willing to accept this though, then yes it is a method of getting them. TGE's tool would be the better option here.
Third, SA2 has zero ties to Renderware. The shaders you're looking at are not what you're probably thinking they are. As a trivia fact though, Heroes and Shadow the Hedgehog do build on what SA2 had as a base for logic systems.
It's also worth noting that yes, noesis does support ninja chunk to a degree and ItsEasyActually found a simple way to make files using that format readable to noesis. His work can be found here: https://mega.nz/#!adAXRYSR!Jj6EBOyrXq3sz...t19_O3jpKY
Using that, you can also use my script along with SA Tools's animation conversion to bring the animations into 3ds Max: https://gamebanana.com/tools/6545
Anyways, I frequent the X-Hax discord and am in a good few other discords including the DYKG/VG Resource one. Feel free to hit me up there I suppose if you'd like more help with this. I don't check here especially often these days admittedly though I try to look every now and then.
https://www.vg-resource.com/thread-33758.html
Most models, though not all, are in the EXE on the pc version. A predumped set of these in .dae format can be found here: https://1drv.ms/u/s!AmsmLjy_fwAMgdJ2IUg3__-AZIw4pQ
Some, though not all, of them have swapped red and blue vertex colors. This script will fix that in 3ds Max: https://1drv.ms/u/s!AmsmLjy_fwAMgdJ3kuAlhTm-mc6pMg
Textures can be dumped using PVMEditSharp in SATools: http://info.sonicretro.org/SA_Tools
I'd advise trying to do final export for them with vertex coloring intact as it adds a lot of detail. This means exporting the resulting import to .dae/.fbx for example. .obj does NOT retain vertex coloring.
Second, levels are currently not exported in a nice way from SALVL. While it will work, vertex coloring loss will result in a lot of detail loss. If you're willing to accept this though, then yes it is a method of getting them. TGE's tool would be the better option here.
Third, SA2 has zero ties to Renderware. The shaders you're looking at are not what you're probably thinking they are. As a trivia fact though, Heroes and Shadow the Hedgehog do build on what SA2 had as a base for logic systems.
It's also worth noting that yes, noesis does support ninja chunk to a degree and ItsEasyActually found a simple way to make files using that format readable to noesis. His work can be found here: https://mega.nz/#!adAXRYSR!Jj6EBOyrXq3sz...t19_O3jpKY
Using that, you can also use my script along with SA Tools's animation conversion to bring the animations into 3ds Max: https://gamebanana.com/tools/6545
Anyways, I frequent the X-Hax discord and am in a good few other discords including the DYKG/VG Resource one. Feel free to hit me up there I suppose if you'd like more help with this. I don't check here especially often these days admittedly though I try to look every now and then.