Source Filmmaker

Source Filmmaker

Master Emerald Altar - Sonic Adventure [Updated]
59 Comments
mytragicvictory 1 Jul, 2024 @ 11:34am 
I wish there was a version of this for gmod
Sir donks alot (rip my grandpa) 18 Feb, 2024 @ 1:38am 
Any chance we can get a solo model of the master emerald?
Bonnie 6 Sep, 2022 @ 5:39pm 
I would, but I am afraid it's not working, I might not be able to do it
BlueTyphoon  [author] 6 Sep, 2022 @ 4:17pm 
@bonniegaming255 sure, but give credit to all three of us if you would.
Bonnie 5 Sep, 2022 @ 2:50pm 
Can I use the cover image for the addon?
Bonnie 5 Sep, 2022 @ 2:50pm 
I will. thank you
BlueTyphoon  [author] 5 Sep, 2022 @ 1:41pm 
@bonnieGaming255 Personally I don't really care, infact it'd be good for preservation. Just be sure it remains free and open to the public.
Bonnie 5 Sep, 2022 @ 1:23pm 
Hey Novarek! Would it be ok if I ported this to gmod (Credit will be given)? I really need one of these for a special project
Novarek  [author] 24 May, 2022 @ 12:45pm 
@Mfgolt In one of the prop pack provided by RandomTBrush and Apoc, seek in the workshop.
Mfgolt 24 May, 2022 @ 6:40am 
Where's the Master Emerald?
Novarek  [author] 9 Feb, 2022 @ 9:55pm 
@SuperSonic, By loading the model asset to your scene
SuperSonic 25 Feb, 2021 @ 11:42am 
How Do You Play It?
Novarek  [author] 18 Oct, 2020 @ 5:33pm 
@SuperSonicgamer1121 Search for "Sonic misc pack" on the SFM workshop
Veloxity 18 Oct, 2020 @ 1:13am 
@Novarek what pack is the master emerald in?
Novarek  [author] 13 Oct, 2020 @ 5:28am 
@LonePhantom756 the master Emerald is not added since it's a prop object already available in another pack on the workshop
LonePhantom756 12 Oct, 2020 @ 6:55pm 
Very nice, very nice! But, er...I can't seem to find the Master Emerald...?
Octavia 25 Dec, 2018 @ 2:46pm 
I'm not a terrorists, and I do not negotiate, I'm just a random guy wanted to put more addons for gmod
BlueTyphoon  [author] 25 Dec, 2018 @ 12:22am 
we don't negotiate with terrorists @swagboyCJ
Octavia 25 Dec, 2018 @ 12:06am 
Put the map on gmod
Novarek  [author] 17 Dec, 2017 @ 3:09pm 
@Xabin Otter Unlikely, at least for me, all my current project were been moved to the UE4 and I have dropped all suport for the Source Engine, far too old to do what I want.
Xabin Doyarchu 17 Dec, 2017 @ 2:45pm 
So, what other maps are you guys planning on making? Maybe Sky Sanctuary?
Novarek  [author] 22 Oct, 2017 @ 12:29pm 
@Soma13 just search on the workshop, all the prop model from Generation are there.
Somawatch13 22 Oct, 2017 @ 10:50am 
Um, So I downloaded this and it doesn't have the Master Emerald! Do I need to find that somewhere else?
Jekser The Pootis 2 Oct, 2017 @ 8:24am 
I have one thing to say KNUCKLES (this is awesome BTW :steamhappy:)
System 21 Aug, 2017 @ 7:28am 
Thank you for this, it looks amazing.
Novarek  [author] 2 Aug, 2017 @ 2:04am 
@Xabin Otter I don't know, you should directly ask to him
Xabin Doyarchu 1 Aug, 2017 @ 4:44pm 
I know there was a "past" version of this map in the works by Runnic. He says nothing's been done with it, so far, but I dunno. Is there any chance of it being finished and uploaded?
BlueTyphoon  [author] 16 Nov, 2016 @ 5:55pm 
@crust waters no. no plans on station square, but really almost any city map would work as a replacement
Pomni 16 Nov, 2016 @ 5:00pm 
Are you also planning on doing Station Square? I'd really love it if you did cuz I need it for something I'm working on
Novarek  [author] 2 Nov, 2016 @ 1:26pm 
@synjodeonecros Ah I see what you mean now, yes some part of the Chao garden might go just a bit outside of the map limit.
Which is absolutely not a issue for video recording, since you will not do a one shot sequence of the whole garden, just move the garden to your need between each scene/cut, you just have one bone to move, not a big deal.
Xabin Doyarchu 2 Nov, 2016 @ 1:18pm 
@Novarek Odd; parts of it seem to spill out unless I resize it all, and that makes the Sonic models too big for it.
Novarek  [author] 31 Oct, 2016 @ 4:21am 
@synjodeonecros the Chao garden fit in the Watervoid V2 map (all the preview screeshot of the garden has been taken on this map in fact), if you want to add some water while using another map, there is a link in the Chao garden map to do it through "scene building".
Xabin Doyarchu 30 Oct, 2016 @ 8:53pm 
@Novarek Well, the entire thing seems to be too big for even the largest map, because I tried both this and your Chao Garden props in the watervoid V2, and they both overflowed over the horizontal boundaries of the map at some point. So, I dunno what to do with this, except resize everything down, but if you resize things too much with the base bones, they vanish, as well, and it's so easy to do that.
Novarek  [author] 30 Oct, 2016 @ 10:30am 
@◙synjodeonecros try on another map, you might be in the bondary of the map on a horizontal level but not on a vertical level (and the vertical bondary is often vicious).
You could also try to run the code "mat_reloadallmaterials"and check for an error.
Xabin Doyarchu 30 Oct, 2016 @ 9:07am 
@Novarek They disappear all at the same time, even if they're within the boundaries of the map.
Novarek  [author] 29 Oct, 2016 @ 1:03pm 
@synjodeonecros If the prop disapear one by one, it's a issue related to the void map (too smal), you can try to ask to the creator of the void map to increase his map to the max allowed by Hammer.
Xabin Doyarchu 29 Oct, 2016 @ 12:57pm 
I've encountered an interesting glitch with the advanced prop set: I've tried it with both the Watervoid and the enhanced Skyvoid, and whenever I have props up on them and I do the control-z to undo something, all of the models and props disappear on me, like they become invisible and don't show up, no matter what I do. I dunno if this is an issue with the Void maps or what, but it's really inconvenient.
Novarek  [author] 29 Oct, 2016 @ 10:27am 
To be more precise, Runnic is making the model of the past version, depending of the end result, I think I may be able to reuse 75% of the texture used for the present version (everything "landscape" related) and just to change the Altar texture itself, which should be relatively fast.

The prob is that I am currently under heavy workload with my own project and so with minimal time to spare for side project, BUT if someone want to use and edit my texture for the past altar once the raw model is avaialble, fell free to proceed, the texture used was taken from open source anyway, so you don't even need to ask to do absolutely everything you want with these texture.
Xabin Doyarchu 29 Oct, 2016 @ 9:44am 
@kalthefox I heard that the guy who made the enhanced version is working on a past version, as well, but it'll take a few months yet to get it done.
Kal_TF 28 Oct, 2016 @ 4:59pm 
Random question but do you plan on making the past version of the altar or a repaired version of it.
Novarek  [author] 28 Oct, 2016 @ 12:12pm 
@synjodeonecros No don't worry, someone would have ask the same question reagarding the "accurate" factor anyway, so I prefer to adress the question right now.

I'm of those who prefer some personalisation over than a 100% accurate replica, but i also prefer the liberty to choose, which will be the case with this "enhanced" version, btw this new version is curently under pvt beta test and will include the WHOLE angel island map from the Adventure stage (incuding the cave entrance, which is basically why this have taken me far more time to work on than expected at first).
Xabin Doyarchu 26 Oct, 2016 @ 2:02pm 
*nods* I didn't mean to put your skills down, just questioning the existence of the tree, that's all.
Novarek  [author] 26 Oct, 2016 @ 6:10am 
@synjodeonecros The tree will be an optional model, they will work just like the Crisis City model prop (spawn the part you want), also this will be an "enhanced" version, meaning that I do not target the "100% accurate" (more like the 75% accurate in fact) on the texture side.
I enhance the overall looking of the texture but since I can work only with stock texture (that I edit) targeting the 100% accurate is impossible by default, unless I find someone capable to redraw in HD the original texture.
Xabin Doyarchu 21 Oct, 2016 @ 7:26pm 
I thought there weren't trees on the emerald shrine in the present? I should at least see a playthrough of SA1, to make sure, though. Either way, the texture overhaul looks rather good.
MrLordSith 21 Oct, 2016 @ 6:53am 
Amazing dude!!!!!!
Novarek  [author] 21 Oct, 2016 @ 5:22am 
Small preview of the texture overhaul version...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=784497587
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=784498429

Yes I have also upgraded all the rock and tree model, around 25% of the work is done atm.
Xabin Doyarchu 19 Oct, 2016 @ 7:14pm 
@Novarek That would be cool.
Novarek  [author] 18 Oct, 2016 @ 9:51pm 
Ok guys I don't know why I have been added in the collab since I've just throw some advice and tips during the port process made by ColonelPokémonMaster, but let's try to earn this collab statue in an honorable manner, shall we?

1 - I will fix the model scale issue.
2 - I will fix the minor UV map issue on the island.
3 - I will provide an complete HD texture overhaul (like for the Chao Garden, the original version will still be available).

Obviously this will be an update of the current submission, keep your sub to ColonelPokémonMaster and you will receive the update automatically.

I don't promise anything but I will try to make this update available for this week.
Xabin Doyarchu 18 Oct, 2016 @ 2:39pm 
Tails' house would be rather cool. Or the area with Big's hut.
BlueTyphoon  [author] 18 Oct, 2016 @ 2:38pm 
I would love to make the altar from the past just like this one, but to my knowledge it's not out anywhere for download. atleast not on the models resource. as for station square no I didn't have any plans at the moment but I could possibly do the Biolizard stage from SA2 maybe. and I was also tinkering with Tails' house alone from SA1.