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Jeck Jims' 2.2 3D Models v1.1 Details »»
Jeck Jims' 2.2 3D Models v1.1
Version: v1.0.1, by Jeck Jims (Oh, THAT guy...) Jeck Jims is offline
Developer Last Online: Sep 2020

Version: SRB2 Rating: (13 votes - 5.00 average)
Released: 02-17-2020 Last Update: Never Favourites: 56
Models

V1.1 Werehog and Yoshi
Did not plan on making these two, never mind both within a week, but here we are. Along with the new characters, this update contains a bunch of small tweaks and bugfixes, including but not limited to: Team Monitors being corrected, and support for Amy Hugs.
I don't have a patch file for this update, as I honestly don't remember quite everyfile that was changed, so I ask that you please just download v1.1 entirely, you should still be able to just merge overtop any 1.0 version.

3D Models for SRB2
Now that 2.2.1 has arrived and models support in the game have received some much needed debugging, it's finally time to post theses publicly!
Still Saturn-Inspired, but no longer Saturn-limited.
Some may be quick to point out how most of the cast has been overhauled since 2.1, and you'd be correct. While I still take heavy inspiration from official Sega Saturn titles, I discovered how just a little bit more detail, polish, and creative liberties could get these to fit with SRB2. Following SRB2's designs and colors really make these feel like models made for this game, rather then another game's assets tossed into it. For those looking for 100% accurate Saturn nostalgia, look forward to Chripsy's Pointy Sonic, which I will also be supporting with it's own model down the road.
What's included?

As usual initial released are minimalist, with very few extra characters being supported, but hopefully there's enough to keep you all entertained while I update other characters and assets to 2.2.
Spoiler:
-All the vanilla included characters are completed
-All vanilla badiks (excluding turrets)
-All bosses, including Metal Sonic and Fang
-Most intractable objects
-Eggpack
-EggRobo
-Silver
-Blaze (no super form currently)
-Neo Sonic
-Modern Sonic
-Yoshi
-Werehog
-Modern Monitors
-Enemy Variations

Recommended Settings

Please don't ignore this, this is important and I will ignore you and your issues you have for not using these recommended settings.
Spoiler:
I only support the interpolation settings of "SOMETIMES" or "NEVER" expect visual errors if using "ALWAYS." I also optimize these models for the Model Lighting "OFF" option, as I dislike the ambient 'lighting' SRB2 applies.
How to I use these?
-Make sure your game is in OpenGL Mode, now in 2.2.1 you can swap renders in Video Settings.
-Go into video settings>"OPENGL OPTIONS", and Change Models to "ON."
CHANGELOG
Spoiler:
V1.1 Werehog and Yoshi Two new Character models added, CTF Monitors Fix, Amy Hug support, various tweaks.
V1.0.2
Small Patch correcting an oversight with Eggrobo for the battlemode mod.
V1.0.1 Modern Sonic Support has been added to the pack, simply download the patch and replace your files with the new ones.

What's next?
I plan to finish porting/updating characters as they are released in the Message Boards, Characters such as Mighty, Ray, Espio, etc. Though don't expect me to support every version of Sonic that gets a wad, the Vanilla, Pointy, and Modern/Neo are the only Sonic's I intend to make.
For Mods, Sugoi 1-3 are given, and any other notable mods that come out.
BUGS
Spoiler:
These are not my fault, and it's no use complaining in this thread about them.
-NiGHTs mode rotations on custom characters; NiGHTs requires a separate lump in characters wads for models to rotate correctly. Character creators, see the vanilla cast's files and check for "SPRTINFO." Add one to your character if you want it's model to not look like an Arwing.
-Fang; due to naming conflicts, if you switch renderers to OGL after launching in software, the playable Fang will use his sprites rather than the model. Your game must launch in OGL to use Fang's Model

Download Now

File Type: zip Jeck Jims' 2.2 Models v1.1.zip (6.29 MB, 40863 views)

Screenshots

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Comments
Old 02-19-2020   #42
Ace Dragon
 
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I like these models as well, it and the shadows give a massively more 3D look to SRB2 while keeping the Sonic 1-3 aesthetic.

It doesn't seem like there's that much Doom in this game anymore, but rather the standard for all other 3D sonic projects to look to.
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Old 02-19-2020   #43
CyberKnux
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If there was Mighty and a Mighty MD3 Then I would be so darn happy! (and I might freak out err somethin...)
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Old 02-19-2020   #44
Plazzma02
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https://imgur.com/a/JW1PqzW

Is THIS meant to happen...?

If you couldn't see it, Modern Sonic's model just freezes up when boosting and hitting red springs specifically.

It just looks weird.
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Last edited by Plazzma02; 02-19-2020 at 08:10 PM. Reason: Image link wouldn't show up.
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Old 02-19-2020   #45
Snowy
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Quote:
Originally Posted by Plazzma02 View Post
https://imgur.com/a/JW1PqzW

Is THIS meant to happen...?

If you couldn't see it, Modern Sonic's model just freezes up when boosting and hitting red springs specifically.

It just looks weird.
That's due to how the springs work plazz. It's the model swapping to the animation every time it hits the springs, but you're moving so fast in that the animation never completes before the next spring.
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Old 02-19-2020   #46
Renzokuken
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I love these models. My praise would just be retreading what everyone else has said I think.

I do have a question though, is it possible to make the checkpoints and monitors not always face the player like sprites? Or is that just something wrong with how I'm doing things?
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Old 02-20-2020   #47
Plazzma02
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Quote:
Originally Posted by Snowy View Post
That's due to how the springs work plazz. It's the model swapping to the animation every time it hits the springs, but you're moving so fast in that the animation never completes before the next spring.
https://imgur.com/a/YLRoi1I

It even happens when boosting. Is the same Model swapping error?
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Old 02-20-2020   #48
Basgameplay11
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Hey, how can I put the Miscellaneous?
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Old 02-20-2020   #49
time gear
 
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Quote:
Originally Posted by Plazzma02 View Post
https://imgur.com/a/YLRoi1I

It even happens when boosting. Is the same Model swapping error?
It looks to me like you are using the old version of Modern Sonic. There was an update fixing this. I recommend popping over to the Modern Sonic thread and downloading it.
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Old 02-20-2020   #50
elcapoto
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Handdrawn = Old Saturn Sonic
SSNTails = Old Saturn Tails
2.0 Knuckles = Old Saturn Knuckles
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Old 02-20-2020   #51
Basgameplay11
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Because when you become super after dying it turns yellow?
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Old 02-21-2020   #52
KuroEl64
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These models are amazing especially Fang's and Modern Sonic Models. Keep it up!
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Old 02-21-2020   #53
MylesD123
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You're going to fix the interpolation on the next update....right?
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Old 02-21-2020   #54
Nathan zica
 
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Sorry it bothers but I would like to know, how do you make the animations work on the MD3 models in the new version of SRB2?
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Old 02-21-2020   #55
MRoach
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Quote:
Originally Posted by MylesD123 View Post
You're going to fix the interpolation on the next update....right?
Check the recommended settings.
And if you mean "making model interpolation better", that's not what Jeck is supposed do, I think that's more programming.
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Old 02-21-2020   #56
TehPuertoRicanSpartan
 
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Is it compatible with .md2 file?
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Old 02-22-2020   #57
SCOTT0852
 
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Quote:
Originally Posted by TehPuertoRicanSpartan View Post
Is it compatible with .md2 file?
SRB2 does support MD2s, but why would you use them when MD3s are better in every single way? This pack only contains MD3s since there's no reasons to use MD2s anymore.
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Old 02-22-2020   #58
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Quote:
Originally Posted by SCOTT0852 View Post
SRB2 does support MD2s, but why would you use them when MD3s are better in every single way? This pack only contains MD3s since there's no reasons to use MD2s anymore.
Probably for characters that aren't in this pack. This does have models for some characters, but not some others like cream or ray... which dont even work properly, as they just "A pose" or stay in their standing pose for many of their animations. Instead of you know... waiting for the md3s to be updated.

So yeah using md2s is useless pretty much.
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Old 02-23-2020   #59
Moonlight_Fox
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Wow! I'm really enjoying using these models, they fit really well into the game.

How does one go about using the non-vanilla characters?

I was wondering where you learnt to put these into the game. I've dabbled in 3D modelling myself, and would love to have a go at adding my own creations, any pointers?

I'm not sure if you're already aware, but the power-ups that can be seen during Egg Rock Zone (Act 1) display fine the right way up, but 2D when upside-down.
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Old 02-24-2020   #60
TheSilentGuy
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This is my first md2 I downloaded and when I click on the files theres nothing does somebody know how to do it? if you know please help me!

---------- Post added at 06:39 PM ---------- Previous post was at 05:00 PM ----------

This is my first md2 and I need help setting it up
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Old 02-24-2020   #61
MRoach
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Quote:
Originally Posted by TheSilentGuy View Post
This is my first md2 I downloaded and when I click on the files theres nothing does somebody know how to do it? if you know please help me!

---------- Post added at 06:39 PM ---------- Previous post was at 05:00 PM ----------

This is my first md2 and I need help setting it up
After downloading the files, put "models.dat" and "/models" in the same folder as SRB2, then open srb2 and go to video settings and set render to OpenGL, after that go to OpenGL settings and pick the recommended settings Jeck is putting in the images above.

---------- Post added at 10:49 PM ---------- Previous post was at 10:34 PM ----------

Quote:
Originally Posted by Moonlight_Fox View Post
Wow! I'm really enjoying using these models, they fit really well into the game.

How does one go about using the non-vanilla characters?

I was wondering where you learnt to put these into the game. I've dabbled in 3D modelling myself, and would love to have a go at adding my own creations, any pointers?

I'm not sure if you're already aware, but the power-ups that can be seen during Egg Rock Zone (Act 1) display fine the right way up, but 2D when upside-down.
Do you mean the monitors are facing the Camera all time? If it's that, it is because the game displays monitors and other objects with 1 rotation frame both in software and OGL with models.
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