![]() |
![]() |
|||||||||||||||||||
Jims' Saturn Inspired MD2 Pack-V3.5 (Mighty/Texture Overhaul)
![]() Developer Last Online: Apr 2018
V3.5! Mighty was added, Texture Overhaul Due to requests, I whipped up a quick Mighty. Some other objects/enemies got these touch-ups as well, including but not limited to; -Springs -FISH -Chaos Emeralds Background With the recent 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: This Model pack is BEST experienced in 600x480 resolution. 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: Credit Explained Spoiler: Future Plans? Spoiler: Update log Spoiler: 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. -For some reason the Large Score Monitor is broken even though it uses the exact same assets of the lower score monitor.(?) Download Now
Screenshots Supporters / CoAuthors Show Your Support
|
Comments |
![]() |
#62 |
|
|
![]() |
![]() |
![]() |
#63 |
WOO! GO ME! YAHOO!
Administrator
|
SRB2 only make GIFs when in software mode;
In OpenGL mode, it make APNG files Sent from my Lenovo TB-8504F using ********
__________________
"remember, hacking SRB2 is a good thing, cracking it's save games is not" - Alam and Logan Arias 3DS FC: 0473-7778-0919 |
![]() |
![]() |
![]() |
#64 |
|
|
![]() |
![]() |
![]() |
#65 |
damn she thicc
|
Jeck would be right. The Super Sonic animation error occurs because his walking frames can last 2 or 4 tics depending on how fast the player is currently moving. However, in the SOC, the state is defined as being 3 tics; it is only set to 4 or 2 using Lua when FSonic is moving slowly. Up until 2.1.20, MD2 interpolation changed dynamically depending on how many tics the state was set to; however, in 2.1.20 it now it seems to have a maximum interpolation duration of whatever is defined in the state. Basically the jittery movement is a result of the game trying to limit FSonic's walking states to 3 tics whenever the Lua is telling them to be 4. This change also breaks some of the vanilla animations, such as the dynamic jumpball state durations. I'm not quite sure what the 2.1.20 change is even meant to fix; interpolation works pretty consistently and any issues it has are generally a result of neglect by WAD creators. I see no reason why the developers need to account for that.
Since we're definitely not getting a 2.1.21 just to fix this issue, there are two ways you can work around this issue if it really bugs you. 1) Turn off MD2 interpolation by setting running the command "gr_md2 2" (or "gr_md2 old"). It gets rid of the smooth transitions between frames, but that's exactly what's causing the jitteriness, so you may find it better. 2) Make a private copy of FSonic.wad and change each of his walking states to have a duration of 4 tics in the SOC lump. Last edited by Lach; 01-07-2018 at 03:24 PM. Reason: Fsonic's super walking states are defined as having 3 tics, but he actually only ever sets them to 2 or 4. |
![]() |
![]() |
![]() |
#66 | ||
Backseat Developer
|
@Lach from the 2.1.20 news post:
Quote:
__________________
Quote:
|
||
![]() |
![]() |
![]() |
#67 | |
damn she thicc
|
That's the irony, yes.
Quote:
EDIT: Been testing a little; this might actually be a player-only issue. Using modifications like Sapheros' 2.2directionchar.lua shows that the interpolation bug can be fixed by setting an object's state and duration every tic, but when I tried to replicate this for actual players rather than a custom overlay, it did not work. I'm going to step back now because I don't really know why this is, and I've probably already said something completely wrong about the new 2.1.20 system. Last edited by Lach; 01-07-2018 at 03:40 PM. |
|
![]() |
![]() |
![]() |
#68 |
damn she thicc
|
Just wanted to mention that toaster contacted me about the interpolation issues to say that they are indeed a bug and not what the intended changes were meant to be (apologies for overanalyzing your decisions, developers). Interpolation durations were supposed to be updated so that they last a maximum of quarter of a second (except of course where they are set to infinite), but something must have been overlooked when the changes were implemented into 2.1.20. toaster's looking into it.
|
![]() |
![]() |
![]() |
#69 | |
トースタちゃん
Developer
|
Just to put out a further notice - there are no plans to backport the quarter-second aspect to 2.1. Rather, making that the case in internal exposed a bug, the fix to which was initially made in public next as it was believed it had consequences going backwards as well. I'm not quite sure how everything goes into each-other right now in public to make things jerky, and *that's* what I'm looking into.
Not that there's going to be a 2.1.21. [s](famous last words)[/s] EDIT: Fixed it. (I think.) Code:
hw_md2.c line 1350 - if (cv_grmd2.value == 1) + if (cv_grmd2.value == 1 && tics <= durs) EDIT II: post 69, nice
__________________
Quote:
Last edited by toaster; 01-09-2018 at 02:59 PM. |
|
![]() |
![]() |
![]() |
#70 |
|
So I've got this installed and everything looks good, though Tails still flies underwater instead of swimming. Is there something I'm missing here or is that some other mod that's not associated with this one?
|
![]() |
![]() |
![]() |
#72 |
Oh, THAT guy...
|
I didn't bother making a swimming animation though, since the TTLS sprites still use the flying animation anyway.
__________________
Easy MD2 set-up |
![]() |
![]() |
![]() |
#73 |
damn she thicc
|
Oh, okay. My bad. I don't usually play with Tails CD anymore so that was a wrong assumption on my part.
|
![]() |
![]() |
![]() |
#74 |
|
I do notice that in Castle Eggman 3, with the MD2 active, if I'm standing on the edge of wall then Eggman ends up getting undrawn completely, as well as like the first 2 balls in the chain, let alone further out. I even have my draw distance turned all the way up, yet it's still like this.
EDIT: Pictures included. ![]() ![]() ![]() Last edited by digiangel234; 02-11-2018 at 06:37 AM. |
![]() |
![]() |
![]() |
#75 | ||
'That brit'
Judge
|
Quote:
__________________
Quote:
|
||
![]() |
![]() |
![]() |
#76 |
|
Jeck, your new models fit better in the game and for that reason I have liked them more
|
![]() |
![]() |
![]() |
#77 |
|
Can you add the models you used for the Chaos Emeralds into the score tally process of the special stages once you obtain that said emerald?
|
![]() |
![]() |
![]() |
#78 |
That guy that ports
|
The "Tally Score" Screen is a HUD feature, which doesn't render MD2s at all.
__________________
Hiyo all! Underground Website |
![]() |
![]() |
![]() |
#79 |
|
Shouldn't that be integrated then into SRB2?
|
![]() |
![]() |
![]() |
#80 |
ˇReremy
|
I don't think so.
It would take time and is useless as adding md2 for water or something. |
![]() |
![]() |
![]() |
Thread Tools | |
|
|