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24 July 2025
- 04:1304:13, 24 July 2025 Player State IDs (hist | edit) [14,773 bytes] FenTheOtter (talk | contribs) (Some of these might not have the correct interior names, and I might be missing some, apologies. I'll put these in proper tables later) Tag: Visual edit
- 03:4003:40, 24 July 2025 Section IDs (hist | edit) [4,688 bytes] FenTheOtter (talk | contribs) (Created page with "This page contains the section IDs for Sonic the Hedgehog (2006). Stage maps tend to follow a three-letter shorthand, followed by the section letter, boss maps simply state the boss and number, and event maps follow an eXXXX format, with "XXXX" standing for the event number. == Wave Ocean == {| class="wikitable" |+ !Section id !Area in-game |- |wvo_a |Beachside section |- |wvo_b |Mach speed section |} == Dusty Desert == {| class="wikitable" |+ !Section id !Area in-gam...") Tag: Visual edit: Switched
22 July 2025
- 19:0719:07, 22 July 2025 Shadow Generations Shaders - Common dpna (hist | edit) [2,500 bytes] Justin113D (talk | contribs) (Added page)
- 19:0219:02, 22 July 2025 Shadow Generations Shaders - Common dp (hist | edit) [1,910 bytes] Justin113D (talk | contribs) (Added page)
- 18:5618:56, 22 July 2025 Shadow Generations Shaders - Common dn (hist | edit) [2,219 bytes] Justin113D (talk | contribs) (Added page)
- 18:5418:54, 22 July 2025 Shadow Generations Shaders - Common d (hist | edit) [2,080 bytes] Justin113D (talk | contribs) (Added page) Tag: Visual edit: Switched
12 July 2025
- 17:3517:35, 12 July 2025 Shadow Generations Shaders - Common dpn (hist | edit) [2,099 bytes] Justin113D (talk | contribs) (Added page)
- 17:1017:10, 12 July 2025 Sonic Unleashed Shaders (hist | edit) [7,299 bytes] Justin113D (talk | contribs) (Added page)
- 17:0417:04, 12 July 2025 Sonic Generations Shaders (hist | edit) [10,299 bytes] Justin113D (talk | contribs) (Page added)
- 16:5216:52, 12 July 2025 Sonic Lost World Shaders (hist | edit) [9,577 bytes] Justin113D (talk | contribs) (Added page)
- 16:4716:47, 12 July 2025 Sonic Forces Shaders (hist | edit) [15,769 bytes] Justin113D (talk | contribs) (Added page)
- 11:1311:13, 12 July 2025 Sonic Origins Shaders (hist | edit) [17,272 bytes] Justin113D (talk | contribs) (Added page)
- 10:5110:51, 12 July 2025 Sonic Origins (hist | edit) [68 bytes] Justin113D (talk | contribs) (Added page)
- 10:1210:12, 12 July 2025 Sonic Frontiers Shaders (hist | edit) [30,520 bytes] Justin113D (talk | contribs) (Added page)
- 09:3609:36, 12 July 2025 Shadow Generations Shaders (hist | edit) [49,664 bytes] Justin113D (talk | contribs) (Added page) Tag: Visual edit: Switched
- 08:5408:54, 12 July 2025 Hedgehog Engine - Textures (hist | edit) [7,476 bytes] Justin113D (talk | contribs) (base page added)
- 08:3308:33, 12 July 2025 Hedgehog Engine Rendering (hist | edit) [140 bytes] Justin113D (talk | contribs) (Created page with "=== Common === * Normal mapping * Vertex Colors * Mesh Layers === Engine Specific === * Textures")
11 July 2025
- 22:4822:48, 11 July 2025 Shader Features (hist | edit) [795 bytes] Justin113D (talk | contribs) (Created page with "{{ | type = info | content = This page is incomplete! You can help by contributing }} Shader features were used in Hedgehog Engine 1 games to compile the same shader with certain features enabled, like bone influencing or application of vertex colors. {| class="wikitable" |+ !Feature !Name !Purpose |- |b |Bone deformation |Enables bone influence on vertices |- |c |Cubemap |Use cube mapping for reflection textures, instead of [https://learn.mi...") Tag: Visual edit: Switched
- 22:3522:35, 11 July 2025 SCA Parameters (hist | edit) [2,658 bytes] Justin113D (talk | contribs) (Created page with "{{notice | type = note | content = not every parameter is available in every game }} == Material Parameters == The following parameters were <b>found</b> in material files, where an X denotes that it was found in that games files: {| class="wikitable" |+ !Name !Type !Description !Lost World !Forces !Origins !Frontiers !Shadow Gens |- |<code>MaxAniso</code> |Integer |Maximum anisotropy filtering level |X |X |X |X |X |- |<code>TrnsType</code> |Boolean |Transparency type...")
- 21:0321:03, 11 July 2025 Hedgehog Engine 2 - Textures (hist | edit) [9,079 bytes] Justin113D (talk | contribs) (Added base page) Tag: Visual edit: Switched
- 20:1820:18, 11 July 2025 NeedleTextureStreamingUtility (hist | edit) [226 bytes] Justin113D (talk | contribs) (Added page)
- 20:0520:05, 11 July 2025 HE2 Shader Compiler (hist | edit) [283 bytes] Justin113D (talk | contribs) (Added page) Tag: Visual edit: Switched
- 19:4619:46, 11 July 2025 Hedgehog Engine 2 - Weather (hist | edit) [974 bytes] Justin113D (talk | contribs) (Added page)
- 19:4319:43, 11 July 2025 Normal mapping (hist | edit) [7,882 bytes] Justin113D (talk | contribs) (Added page) Tag: Visual edit
- 19:1219:12, 11 July 2025 Transparency Dithering (hist | edit) [861 bytes] Justin113D (talk | contribs) (Created page) Tag: Visual edit: Switched
- 19:0719:07, 11 July 2025 Mesh Layers (hist | edit) [1,153 bytes] Justin113D (talk | contribs) (Added page) Tag: Visual edit: Switched
- 18:4618:46, 11 July 2025 Hedgehog Engine 2 - Deferred Rendering (hist | edit) [2,522 bytes] Justin113D (talk | contribs) (Created page with "Deferred rendering is a rendering technique used in Hedgehog Engine 2 games. The “standard” way of rendering is called “forward rendering”, and simply draws one mesh after another, including all the lighting calculations. But since one mesh can hide a significant portion of another, many of those lighting calculations go to waste and could be better spent elsewhere. This is where deferred rendering comes in: Instead of calculating the lighting for every mesh in...") Tag: Visual edit: Switched
- 18:3618:36, 11 July 2025 Vertex Colors (hist | edit) [1,075 bytes] Justin113D (talk | contribs) (Added page contents) Tag: Visual edit
- 17:5317:53, 11 July 2025 Hedgehog Engine 2 - Physically Based Rendering (PBR) (hist | edit) [5,669 bytes] Justin113D (talk | contribs) (Added page contents) Tag: Visual edit originally created as "Hedgehog Engine 2 PBR"
- 17:0717:07, 11 July 2025 Hedgehog Engine 2 Rendering (hist | edit) [370 bytes] Justin113D (talk | contribs) (Created page with "{{DISPLAYTITLE:Hedgehog Engine 2 Rendering}} * Physically Based Rendering (PBR)") Tag: Visual edit: Switched originally created as "HE2 Rendering"
4 June 2025
- 02:5902:59, 4 June 2025 Skeletal Animation Editing (hist | edit) [1,922 bytes] AdelQue (talk | contribs) (Created page with "This page is an introductory page that will describe how to edit skeletal animations from Hedgehog Engine 2 games that utilize the <code>.pxd</code> file formats. === Required Tools: === * [https://www.blender.org/ Blender] * [https://github.com/WistfulHopes/FrontiersAnimDecompress/ PXD Animation Tools add-on for Blender] * [https://hedge-dev.github.io/HedgehogEngineBlenderIO/index.html Hedgehog Engine I/O extension for Blender] <small>(for having a model to animate...") Tag: Visual edit
10 May 2025
- 19:3319:33, 10 May 2025 Sonic Colors Leftover Objects in Sonic Lost World (hist | edit) [10,429 bytes] ĐeäTh (talk | contribs) (Created page with "== Woodbox == The wooden box object found commonly in Sonic games is an unused object in Sonic Lost World")
2 May 2025
- 16:3516:35, 2 May 2025 Sonic Unleashed Event IDs (hist | edit) [1,775 bytes] NextinHKRY (talk | contribs) (Created page with "{{Notice|type=warn|content=This is a direct port from HedgeDocs, a new version of this page is being worked on by archxe.}} {| class="wikitable" !Cutscene Name !Cutscene ID |- |Opening |M0_01_05 |- |A New Journey |M0_06 |- |Special Sundae |M1_01 |- |The First Night |M1_02 |- |Tails in Trouble! |M1_03_1 |- |To Spagonia! |M1_03_2 |- |Kidnapped |M2_01 |- |Same As Ever |M2_02 |- |Gaia Manuscripts |M2_03 |- |Eggman Again |M3_01 |- |The Egg Beetle |M3_02 |- |Temple Activated!...") Tag: Visual edit
- 13:5813:58, 2 May 2025 Mario & Sonic at the Rio 2016 Olympic Games (hist | edit) [64 bytes] NextinHKRY (talk | contribs) (Created page with "== Guides == N/A == Documentation == N/A == Discoveries == N/A") Tag: Visual edit
27 April 2025
- 11:4411:44, 27 April 2025 Model Converter (hist | edit) [286 bytes] Skyth (talk | contribs) (Created page with "{{ToolInfobox|title=Model Converter|author=Skyth|website=https://github.com/blueskythlikesclouds/ModelConverter|download=https://github.com/blueskythlikesclouds/ModelConverter/releases}} Model Converter is a tool that converts 3D model formats like FBX to Hedgehog Engine .model files.") Tag: Visual edit
- 11:4311:43, 27 April 2025 Havok Animation Exporter (hist | edit) [335 bytes] Skyth (talk | contribs) (Created page with "{{ToolInfobox|title=Havok Animation Exporter|author=Skyth|website=https://github.com/blueskythlikesclouds/HavokAnimationExporter|download=https://github.com/blueskythlikesclouds/HavokAnimationExporter/releases}} Havok Animation Exporter is a tool that allows you to generate skeleton and animation data for Sonic games that use Havok.") Tag: Visual edit
- 11:4011:40, 27 April 2025 Hedgehog Engine Blender I/O (hist | edit) [344 bytes] Skyth (talk | contribs) (Created page with "{{ToolInfobox|title=Hedgehog Engine Blender I/O|author=Justin113D|website=https://hedge-dev.github.io/HedgehogEngineBlenderIO/index.html}} The Hedgehog Engine Blender I/O Addon, short “'''HEIO'''”, is an addon for Blender, adding the ability to import and export 3D related file formats used by Hedgehog Engine and Hedgehog Engine 2 games.") Tag: Visual edit
19 April 2025
- 18:0818:08, 19 April 2025 SonicGLvl (hist | edit) [13,804 bytes] Skyth (talk | contribs) (Created page with "{{Notice|type=info|content=This page is incomplete.}}{{ToolInfobox|title=SonicGLvl|author=DarioSamo|website=https://github.com/DarioSamo/libgens-sonicglvl|image=|download=https://github.com/DarioSamo/libgens-sonicglvl/releases}} '''SonicGLvl''' is a LibGens tool that allows you to edit levels from Sonic Unleashed and Sonic Generations.")
- 18:0618:06, 19 April 2025 Modelfbx (hist | edit) [320 bytes] Skyth (talk | contribs) (Created page with "{{Notice|type=info|content=This page is incomplete.}}{{ToolInfobox|title=modelfbx|author=DarioSamo|website=https://github.com/DarioSamo/libgens-sonicglvl|image=|download=https://github.com/DarioSamo/libgens-sonicglvl/releases}} '''modelfbx''' is a LibGens tool that converts .model / .terrain-model / .hkx files to FBX.")
- 18:0418:04, 19 April 2025 GI Atlas Converter (hist | edit) [398 bytes] Skyth (talk | contribs) (Created page with " {{Notice|type=info|content=This page is incomplete.}}{{ToolInfobox|title=GI Atlas Converter|author=DarioSamo|website=https://github.com/DarioSamo/libgens-sonicglvl|image=|download=https://github.com/DarioSamo/libgens-sonicglvl/releases}} '''GI Atlas Converter''' is a LibGens tool that allows you to import custom global illumination textures into stages in Sonic Unleashed and Sonic Generations.") Tag: Visual edit: Switched
- 18:0218:02, 19 April 2025 Hedgehog Converter (hist | edit) [384 bytes] Skyth (talk | contribs) (Created page with " {{Notice|type=info|content=This page is incomplete.}}{{ToolInfobox|title=Hedgehog Converter|author=DarioSamo|website=https://github.com/DarioSamo/libgens-sonicglvl|image=|download=https://github.com/DarioSamo/libgens-sonicglvl/releases}} '''Hedgehog Converter''' is a LibGens tool that allows you to import custom stages into Sonic Unleashed, Sonic Generations and Sonic Lost World.") Tag: Visual edit