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Jeck Jims' MD2s Playershadows Details »»
Jeck Jims' MD2s Playershadows
Version: 2.1, by Jeck Jims (Oh, THAT guy...) Jeck Jims is offline
Developer Last Online: Nov 2017

Category: Version: SRB2 Rating: (8 votes - 4.88 average)
Released: 03-27-2014 Last Update: Never Installs: 12
Models

QUICK UPDATED, Added playershadows model due to TD's release. TD's shadow slot is "shad" so, to use for TD add the following to your md2.dat
Spoiler:
SHAD OSHD.md2 3.0 0.0

The model is already in some screen shots, hasn't changed much.

A collection of MD2 models set to replace object sprites in SRB2!
10/2/2016: Nothing completely major, other than a huge touch up to sonic, and texture ones to knuckles. Sonic now has a completely new head model, one that really brings out and blends the games color changing. Knuckles has been giving some texture edits much to the same avail. Rosy has also been 100% remade, to better take advantage of the raised 2.1 polylimit. All super sonic frames, as well as Fsonic super sonic frames have been updated as well!
-team color monitors are now functional
-point monitors are now included
-Espio had some texture work done




New Update Process
Spoiler:
Rather then starve you guys forever waiting for large releases, Imma do so smaller releases here and there, in the downloads you'll find a download for just Silver, you will also find him in the main download. As I release new content, the last update will be found only in the main download, with the new stuff having it's own download for convenience. (for example, my next release will prob be updated blaze, so there will be a new "blaze.rar" but no longer be a "silver.rar."


Changelog
Spoiler:

5/3/16 Update! Silver, just like with shadow, completely redone from the ground up.
4/21/16: Mighty added! Updated look since 2.0. Based on MR sprite.
2/24/16: New Shadow model completely remade, as well as a Chuckleing Knuckles waiting animation (finally.)



SRB2 2.1.5 and up now Full support color changing MD2!

What all does this mean? Well, the simple answer is that when playing modes that allow you to change your playercolor, character models that are setup for it will change to the same color you pick. This also fixes many issues with Super Sonic. Now, he flashes just like the sprites, AND his jumping frames will be colored correctly. (all super forms will flash)

Taking advantage of that and inspiration from other projects, I've revamped and polished almost all of my classic models.

Lets get the big one out of the way first.

Tails

While it might not strike you as obvious at first glance, Tails has been completely rebuilt from the ground up. New model, better animations based on his debut titles. Also included is a version compatible with Tailscd.wad.

Spinning Frames

The next biggest change effects most characters: an overhaul to the spinning animations. While not possible to show in a single screenshot, the animation has been changed to match 2.1 Knuckles' and FuckingSonic's jumping style.

Hands

This change effects a few characters, new hands! I've decided to take advantage of 2x poly limit gifted to us in 2.1, with giving certain characters in need of actual fingers new meshes for them.

New Bosses

Finally stopped being lazy and got the SeaEgg and Eggscalibur proper models, as well as the Fake SeaEggs.
Spoiler:



Miscellaneous



-New Chaos Emeralds
-Spindash Frames (MRSP)

Character List

The main event, here we go!
Spoiler:


Sonic

Tails

Knuckles

MetalSonic

Rosy

Mighty

Espio

Shadow

Silver

Amy

Cream

Blaze

Emerl


*Notes explanation:
Because of the way SRB2 Handles certain custom frames in WADs, separate models are required to replace them accordingly. Characters with custom frames require a SEPERATE MD2 AND MD2.DAT ENTRY TO WORK. All of which are provided in the download.

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!

HOWEVER.
The start setup MD2.dat has ALL of the models (hopefully) activated, that being said, I do NOT recommend using Rings and enemy models, as they are clustered in the levels, be warned that this will cause slowdown and frame issues in game.

Known "Issues"
-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.

Changelog
Spoiler:
With the obvious release of SRB2 2.1 my 2.0 model thread was put rightfully in the outdated released section, with blatant states issues I had to do some of my own fixing up to get my models up to par with what 2.1 has to offer.
The past year was spent working with SBR2Kart Krew on perfecting the best set of SRB2 Models I can put out. I want to focus on classic character representations for now.

This release includes most of what still works with 2.1 carried over from 2.0.
-Enemies
-Signpost
-Rings
-A Completely new Eggman+Eggmobile boss model, made to match SRB2's Eggman
Spoiler:

-New shields, for now each shield is a sphere using the sprites as textures, as I get inspiration I may get more creative!
-Super Sonic for NiGHTS Modes!
Spoiler:

-Metal Sonic Boss Fight model

Download Now

File Type: rar KNUCKLES.rar (877.8 KB, 2146 views)
File Type: zip MD2s.zip (29.73 MB, 6388 views)
File Type: rar PlayerShadows.rar (1.3 KB, 1663 views)

Screenshots

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Comments
Old 03-25-2017   #182
Sapheros
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Pfff, my bad, Jeck's Models by default have you use [Skinname] [skinname.md2] 3.0 0.0, excuse me while I update that on the Flare thread.
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Old 03-25-2017   #183
XleederTH
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Quote:
Originally Posted by xflame View Post
i know you helped sapheros in the making of the flare model. Well, what do i write on the md2.dat?
Code:
flare flare.md2 3.0 0.0
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Old 04-16-2017   #184
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Hey Jeck, Super Hinote's animations are just one single frame, do you think you can create some animations?
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Old 04-29-2017   #185
CutestGirlHere
 
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For some reason the Shadow model doesn't have any animations when running. It just stands still. All the other animations work fine, but he just stands still when running.
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Old 04-29-2017   #186
MarioFreak2001
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Quote:
Originally Posted by CutestGirlHere View Post
For some reason the Shadow model doesn't have any animations when running. It just stands still. All the other animations work fine, but he just stands still when running.
That's because you use it for shadow.wad, which has a skating animation instead of running.
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Old 04-30-2017   #187
CutestGirlHere
 
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Quote:
Originally Posted by MarioFreak2001 View Post
That's because you use it for shadow.wad, which has a skating animation instead of running.
I also tried it with the Shadow wad. Instead of using the md2 it instead just goes back to the sprites when he's skating. Kinda weird seeing it randomly change from 3D to 2D whenever I hit skating speed.

It doesn't play a running animation when used on a normal character, doesn't play the skating animation when used with the Shadow wad either.

EDIT:It also goes back to 2D sprites when Shadow spindashes.
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Last edited by CutestGirlHere; 04-30-2017 at 02:22 AM.
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Old 04-30-2017   #188
Sapheros
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Shadow's skating frames are entirely custom, labelled CSTM; same goes for his spindash, labelled MRSP. Make sure you add the MD2s based on the name of the frames.
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Old 04-30-2017   #189
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Quote:
Originally Posted by Sapheros View Post
Shadow's skating frames are entirely custom, labelled CSTM; same goes for his spindash, labelled MRSP. Make sure you add the MD2s based on the name of the frames.
Oh, thank you. It's working now.
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Old 05-10-2017   #190
MarioFreak2001
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May I ask a question?
How did you get the lighting for the models to be from the top instead of from the side?
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Old 05-11-2017   #191
XleederTH
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Quote:
Originally Posted by MarioFreak2001 View Post
May I ask a question?
How did you get the lighting for the models to be from the top instead of from the side?
You must do it with the textures.
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Old 05-11-2017   #192
MarioFreak2001
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Quote:
Originally Posted by XleederTH View Post
You must do it with the textures.
Okay, but how exactly?
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Old 08-16-2017   #193
ProtoBlur
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Sorry for the bump, but how's this pack going?
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