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Jeck Jims' Saturn Inspired MD2's-V5.5 MetalSonic Revamp Details »»
Jeck Jims' Saturn Inspired MD2's-V5.5 MetalSonic Revamp
Version: 5.0, by Jeck Jims (Oh, THAT guy...) Jeck Jims is offline
Developer Last Online: Jan 2019

Category: Version: SRB2 Rating: (6 votes - 5.00 average)
Released: 09-07-2017 Last Update: 11-19-2018 Installs: 11
Re-Useable Content Models

V5.5 Metal Sonic revamp and Knux polish.

SRB2Kart?
Spoiler:
So the obvious change here is that I am moving all SRB2kart-related models to their own thread to really cut down on the confusion, and this will allow me to post more frequent updates to vanilla or Kart. Look for them when they are up later today. I'll edit the link in here when it's live

Jeck Jims' Saturn MD2-V5.5

Other than that, the main meats of this update are Metal Sonic and Knuckles.

Metal has gotten a complete new head and textures to better match his intended design, rather then R's "interpretation."He's also gotten some nice animation updates to match Blade's sprites more, still some R inspiration as well though. Knuckles' head was also completely redone with it's textures, overall just more polish and will look tons better in colors other then red.
Spoiler:

Shown below are some examples of other characters,
Spoiler:








Background
With the release of Sonic Mania, I, like several others, were inspired to start making some content again. The amazing looking low-poly work in the special stages of Mania especially, game me something to strive for.

This model pack is designed to answer the what if question "What if SRB2 was made officially for the Saturn?"

As such, the models are designed using parts and textures from whatever Saturn models I could get my hands on, with a target of looking somewhere in the middle-ground quality between Sonic R and Sonic Jam. The other thing about this is, I genuinely believe that a mix of both some sprite assets and modeled assets is what the Saturn would have done, and I won't be making models for every asset under the sun. (so don't expect flowers bushes. etc)

Whats Included Then?

Spoiler:
-Sonic(with full Fsonic.wad support)
-Tails(with full Tailscd.wad support)
-Knuckles
-All Eggman Bosses
-Brak(lazy touchup)
-Metal Sonic (both bossfight, and Character Wad Support)
-Monitors (including S3K monitors)
-Springs!
-Emeralds
-Shields (S3k as well)
-All Vanilla Enemies (except the turret because who gets that close to it?)
-A few mod's enemies, (proto.wad's "Jetties", some SUGOI ones and prob others I don't recall)
-Supersonic for NIGHTS Mode. (not Fsonic version because reasons)
-Shadow (Speedwagon's WAD support)
-Rosy (Katsy's WAD support)
-Silver (Lat's WAD support)
-Cream
-Rouge
-Blaze
-EggRobo (Set up for Eggpack.wad)
-Espio
-Charmy
-Vector
-Omega
-Metal Knuckles
-Ray
-Bean (Jet :V)
-Flicky
-Playershadows (support for TD, lua_playershadows.wad)
-Full color changing support for the cast


Setting up!

The actual ZIP contains all the files you need, as you need them. Simply export the files to your root SRB2 2.1 folder, start SRB2.exe in OpenGL and use the console command "GR_MD2 1" and your good to go!

New folder organization?

Spoiler:
So, due to me wanting to keep shit organized, I've sorted the models into 4 folders inside the main MD2 folder and setup MD2.dat accordingly. So if you wanted to, you could merge this with whatever current models your using, and just swap out your md2.dat to change what models you're using.


Credit Explained

Spoiler:
Sryder13: His Robohood as a base for the low poly version, as well as being a major support/tester
íReremy: Used modified versions of several of his Badnik textures.
TheDoctor: Used his port of Brak, most just redid textures/mapping and walking animation because lazy.
Chromatian: Very helpful in testing/motivation!
Special thanks to Freeze and Ultra from Discord for helping touch-up knuckles' eyelid textures


Update log

Spoiler:

9/7/17 - Fixed TailsCD.md2 swim animation
9/7/17 - Replaced Emeralds with better Saturn/Mania ones. Also, due to some feedback I've taken all ring object models off by default.
If you desire rings simply add the following back to your md2.dat
Spoiler:
RING OBJE/RING.md2 3.0 0.0
RRNG OBJE/RRNG.md2 3.0 0.0
TRNG OBJE/TRNG.md2 3.0 0.0


9/25/17
V2.0! A few adjustments to better represent Jam's iteration of Sonic

-Efforts were made to match Jam's animations
-I decided to make sonic's shoe's soles that darker gray/black, as srb2 has it that way, as well as Jam, and I honestly prefer it to the red.
-A quick texture fix was made to clean up color changes on most of the cast
-Sonic and Shadow both received a contrast reduction to better fit the rest of the cast.

10/10/2017
V3.0! Dirk was added to group, goalpost got huge overhaul

-Goalpost were remade from scratch to have a better presentation, use the same images are their respective character's sprites, and now support the background color changing!
-Knuckle's gliding animation got an update to better match the sprites
-Metalsonic got a model touch-up and some animations fixed
-Spindashing frames were adjusted a bit to not look as awkward.

V3.5! Mighty was added, Texture Overhaul

Due to requests, I whipped up a quick Mighty.
Also, as seen above, several members of the cast received texture touch-ups to better fit srb2's color palette, as well as to just show better 'lighting.'

Some other objects/enemies got these touch-ups as well, including but not limited to;
-Springs
-FISH
-Chaos Emeralds
V4.0 Eight characters join the cast, as well as a bunch of support for Major SRB2 mods, most notably SUGOI and SUBARASHII.

I'm throwing everything I've made that's done up until now into this release, no more waiting on intended WADs, as it's making it hard to keep track of whats public or not.
I honestly don't fully know all of what is new to this release, but the obvious ones being
-Cream
-Rouge
-Blaze
-EggRobo
-Espio
-Charmy
-Vector
-Omega
Please note, that many of these are designed with other WIPs wads in mind, and may not work perfect with any joesmoe's wad you find around.

As well as a new star post!

V4.5 Ray, Metal Knuckles, Flickies and Animals!.

Just pushing all the updates that I have again for now. Ray, Flicky, MetalKnuckles, and even Bean?! I've also complete remade Mighty's Head, and added more unique mania based animations. Beyond that I've redone several small things such as shields, and added some models for objects that lacked them before like maces. Support has also been started for the upcoming Sugoiii, based off it's last preview.
Also a brand new Signpost!(Thank you Sal for best Egg)

Vanilla Updates as of V5.0

Eggman got a Makeover!

I decided to go with a more accurate design for Eggman rather then being strictly stuck with Sonic R's Model for kart, and carried that design over to SRB2 Vanilla. (also de-minecrafted the glass a bit)
Spoiler:
Also the Finished Inazuma is now included



Known "Issues"

-Animation frames added with lua can be very difficult to make models for, ROSY is a great example of this. (NO I can't fix the hammer bounce)
-An excessive amount of MD2 models on screen or in the area will cause Frame issues, I suggest turning on Limit Draw (render distance for objects) in 3D options.
-Tailscd: the way the lua for the extra animation states is setup prevents Tails' tails from interpolating. To simplify, they will animated "not-smooth" :V
-The above issue is also present in many character wad's Spindash states.

Download Now

File Type: rar Jeck Jims' Saturn MD2-V5.5.rar (6.68 MB, 95 views)

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Comments
Old 09-08-2017   #22
Elyos03
 
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Sorry for the Nothing To Do question, but, what does Limit Draw means?
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Old 09-08-2017   #23
h0is
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The list of included things includes one of the custom enemies that comes with Proto, but not Proto himself.
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Old 09-08-2017   #24
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Quote:
Originally Posted by Murilo View Post
Sorry for the Nothing To Do question, but, what does Limit Draw means?
limit draw/draw distance means that if something is far enough away, the game flat-out won't display it.
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Old 09-09-2017   #25
Elyos03
 
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Quote:
Originally Posted by Puppyfaic View Post
limit draw/draw distance means that if something is far enough away, the game flat-out won't display it.
Thanks for telling me. I asked because i didn't understand what that meant. It's like a new word to my brain.
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Old 09-09-2017   #26
GreenKnight9000
 
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THIS IS AMAZING!
Your work has truly paid off!
And it also gives us a look at what other characters might've looked like in Sonic Jam/R/3D Blast's Special Stages!
I love you!

Can we have Mighty and Blaze?

Last edited by GreenKnight9000; 09-09-2017 at 09:52 PM.
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Old 09-22-2017   #27
U L T R A
 
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Amazing just simply amazing
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Old 09-25-2017   #28
Jeck Jims
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V2.0! A few adjustments to better represent Jam's iteration of Sonic

-Efforts were made to match Jam's animations
-I decided to make sonic's shoe's soles that darker gray/black, as srb2 has it that way, as well as Jam, and I honestly prefer it to the red.
-A quick texture fix was made to clean up color changes on most of the cast
-Sonic and Shadow both received a contrast reduction to better fit the rest of the cast.

Sonic's Run, falling, and TailsGrab animations got huge polish
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Old 09-25-2017   #29
Latius
Hybrid Kart Mapper/Porter
 
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This got me to try OpenGL to see if it would work on my laptop, and... I can gladly say that it does, and it works... Although the start of the Special Stages could do with some work, as the animation there... Doesn't really seem to exist.
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Old 09-27-2017   #30
Rumia1
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This is by far the best set of custom low-poly models I've seen made for this game hands down, it's so fun to see most everything in 3D without my computer curling up into a ball and dying due to so many objects on screen all with the charm of that Saturn-era style. I am particularly a fan of what you've done for Silver and it makes me really wanna see more modern characters done in this style.

I only have one suggestion as to what to change, could you please make the expression on amy's face change to this to better match her falling sprites?
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Old 09-27-2017   #31
Elyos03
 
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I even like the fact that the Fake Sea Eggs are EggRobos in this pack.
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Old 10-02-2017   #32
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Honestly, one of the only only issues I can find presently with this pack is how it does not take into consideration characters holding onto sonic, in cases such as SRB2 Heroes, or Multicarry.

And the other issue can be solved by adding more models.

Though, I would like to see a fix to endsigns, so that unmodeled characters still manage to line up with them (and so we can get proper reversed background color), but I don't know how feasible that would be. Maybe have the sign by itself, and offset it just enough to have the sprite be drawn on it correctly?

Regardless, this is great, and I'd love to see it expanded upon to support more mods, and maybe have decoration models. I mean, even mania has models for the decoration, and it would certainly spice things up a fair amount. (then again, BSZ's decor is kinda a pain, so...)
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Old 10-11-2017   #33
Jeck Jims
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V3.0! Dirk was added to group, goalpost got huge overhaul.

-Goalpost were remade from scratch to have a better presentation, use the same images are their respective character's sprites, and now support the background color changing!
-Knuckle's gliding animation got an update to better match the sprites
-Metalsonic got a model touch-up and some animations fixed
-Spindashing frames were adjusted a bit to not look as awkward.

---------- Post added at 12:02 AM ---------- Previous post was at 12:01 AM ----------
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Old 10-12-2017   #34
Jeck Jims
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V3.0.1 patch

-updated dirk's ice effects to avoid conflicts
-added a special version of sonic's MD2 to be used for SC_Heroesv3.wad, so he makes more sense when in fly formation. It's already setup automatically.(H_SONIC.md2)
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Old 10-12-2017   #35
Lach
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Sorry about the Dirk update conflict! I'm glad you were able to make the most of it with the Heroes addition though. I also have to say, I love Knuckles' new gliding animation!
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Old 10-12-2017   #36
nothing
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Dirk won't work when you use md2.
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Old 10-14-2017   #37
Rumia1
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I have a slight issue with the emeralds in this pack, visually they look fine on their own but when you get farther away the emerald stops showing it's true color and instead reveals the layers underneath as demonstrated in the aPNG attached, this can lead to emeralds being brighter colors everywhere and being easier to spot. I don't know if this could be classified as a bug but it's certainly a thing that happens. Also, this affects checkpoints but it's less of an issue there.
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Old 10-14-2017   #38
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Quote:
Originally Posted by Rumia1 View Post
- as demonstrated in the aPNG attached, -
That's a JPG, not an animated PNG. Whether that's your fault or this message board's fault, I don't know, but you might want to upload the animated PNG somewhere else and link to it instead, if it really doesn't work as an attachment.
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Old 10-14-2017   #39
Rumia1
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First Imgur and now the message board's own attachment system... Can I not catch a break and find a good place to upload aPNGs that ISN'T Dropbox?

https://dl.dropbox.com/s/o68lh97r4t8eqf8/srb20040.png
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Old 10-14-2017   #40
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Can you do Hinote and Mighty?
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Old 10-15-2017   #41
Raze C
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I have some suggestion about Brak Eggman:
What about making he looks more like in Sonic OVA (With a black cape and bigger eyes)
I hate to say that but, Brak Eggman walking animation looks so much crap, i would like if you give him some updates!
Another suggestion, him red colors are a too much vibrant for his original colors...
And i found some error during playing with them, Knuckles climbing animation are a little bit "floating" out the walls.
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