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8 August 2025
- 10:3810:38, 8 August 2025 Shadow Generations Shaders - Emission dpnEa (hist | edit) [2,639 bytes] Justin113D (talk | contribs) (Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Emission_dpnEa}} Return to shaders list A standard PBR shader with an emission layer and a luminance texture slot for additional brightness control. === Related shaders === * Emission_d * Emission_dE * Emission_dnE * Shadow Generations Shaders - Emission_dpE|Em...")
- 10:3310:33, 8 August 2025 Shadow Generations Shaders - Emission dpnE (hist | edit) [2,403 bytes] Justin113D (talk | contribs) (Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Emission_dpnE}} Return to shaders list A standard PBR shader with an emission layer and no special logic. === Related shaders === * Emission_d * Emission_dE * Emission_dnE * Emission_dpE * Shadow Generations Shaders...")
- 10:3110:31, 8 August 2025 Shadow Generations Shaders - Emission dpE (hist | edit) [2,234 bytes] Justin113D (talk | contribs) (Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Emission_dpE}} Return to shaders list A standard PBR shader with an emission layer and no special logic. === Related shaders === * Emission_d * Emission_dE * Emission_dnE * Emission_dpnE * Shadow Generations Shader...")
- 10:2210:22, 8 August 2025 Shadow Generations Shaders - Emission dnE (hist | edit) [2,244 bytes] Justin113D (talk | contribs) (Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Emission_dnE}} Return to shaders list A standard PBR shader with an emission layer and no special logic. === Related shaders === * Emission_d * Emission_dE * Emission_dpE * Emission_dpnE * Shadow Generations Shader...")
- 10:1310:13, 8 August 2025 Shadow Generations Shaders - Emission dE (hist | edit) [2,074 bytes] Justin113D (talk | contribs) (Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Common_d}} Return to shaders list A standard PBR shader with an emission layer and no special logic. === Related shaders === * Emission_d * Emission_dpE * Emission_dnE * Emission_dpnE * Shadow Generations Shaders...")
- 10:0910:09, 8 August 2025 Shadow Generations Shaders - Emission d (hist | edit) [2,027 bytes] Justin113D (talk | contribs) (Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Common_d}} Return to shaders list A standard PBR shader with an emission layer and no special logic. === Related shaders === * Emission_dE * Emission_dpE * Emission_dnE * Emission_dpnE * Shadow Generations Shader...")
7 August 2025
- 18:4718:47, 7 August 2025 Shadow Generations Standard Shader Behaviors (hist | edit) [6,163 bytes] Justin113D (talk | contribs) (Created page with "The majority of all shadow generations shaders make use of "shader models", which loosely determine how a shader interacts with lighting or more. {| class="wikitable" width="90%" style="margin: auto;" |+ !Index !Name !Description |- |0 |Clear |Technically, this is the "no shader model" shader model, and so far no shader has been discovered that uses it. It is used to determine where to draw the skybox |- |1 |Unlit |These shaders do no interact with lighting at all, but...") Tag: Visual edit: Switched originally created as "Shadow Generations Shader Models"
3 August 2025
- 15:5115:51, 3 August 2025 Creating custom uv-anims with KwasTools (hist | edit) [2,127 bytes] Kwasior (talk | contribs) (Created the page and saved because my internet malfunctioned and I dont want to write it all over again) Tag: Visual edit
2 August 2025
- 11:1111:11, 2 August 2025 Shadow Generations Shaders - Common dpnm (hist | edit) [2,563 bytes] Justin113D (talk | contribs) (Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Common_dpnm}} Return to shaders list A standard PBR shader, with an additional color mask texture. The color mask is used to overlay the diffuse parameter color over the diffuse texture color (after vertex colors were applied!). This is useful if you want to animate specific regions of a material. === Related shaders === * Common_dpn == Behavior ==...") Tag: Visual edit: Switched
- 10:4810:48, 2 August 2025 Shadow Generations Shaders - Common dither dpn (hist | edit) [2,296 bytes] Justin113D (talk | contribs) (Created page with "{{DISPLAYTITLE:Shadow Generations Shaders - Common_dither_dpn}} Return to shaders list The standard PBR shader using noise dithering. Also supports modifying material transparency using the diffuse color parameter. === Related shaders === * Common_d * Common_dp * Shadow Generations Shaders - Common_dn|Common_d...")
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) [2,434 bytes] Justin113D (talk | contribs) (Added page)
- 19:0219:02, 22 July 2025 Shadow Generations Shaders - Common dp (hist | edit) [1,938 bytes] Justin113D (talk | contribs) (Added page)
- 18:5618:56, 22 July 2025 Shadow Generations Shaders - Common dn (hist | edit) [1,866 bytes] Justin113D (talk | contribs) (Added page)
- 18:5418:54, 22 July 2025 Shadow Generations Shaders - Common d (hist | edit) [1,763 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) [2,130 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) [49,813 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) [2,780 bytes] Justin113D (talk | contribs) (Created page) Tag: Visual edit: Switched
- 19:0719:07, 11 July 2025 Mesh Layers (hist | edit) [1,697 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