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

Version: SRB2 Rating: (17 votes - 5.00 average)
Released: 02-17-2020 Last Update: Never Favourites: 68
Models

V1.3 Rouge and folder structure change.
Remade Rouge for the most part- all new animations from the 2.1 version.

NEW FOLDER STRUCTURE
Now that models are included with SRB2 as of 2.2.7 I've made the decision to separate out all models that are for MODs. So any model that is not for a Vanilla asset is going to be found within their respective folders inside the VDLC folder. So the path to Mighty's model would be "SBR2 V2.2.7/Models/VDLC/PLAY/MIGHTY.md3".
I apologize if this messes with anyone who likes to move things around- but with the sheer amount of files I'm dealing with - I need to keep them separated for my own sanity. Please understand I do this so I can have an easier time myself making new content for you.
DOWNLOADS

I have included TWO downloads this time.
FULL Will give you all of the models included with SRB2 v1.1.7+all of the MODs-specific models found here (VDLC.)
PATCH Includes just the extra models found only here and can be installed just by adding VDLC to you Models folder and replacing your models.dat. (this download also includes a .txt file with just the .dat entries needed to merge this in vanilla's set.)
I don't recommend installing any of this overtop previous versions of my model packs other then the set included with v2.2.7. Since I've moved mod models' locations- you would have extra unused files in the old slots taking up useless space.

For those interested- here's what has been updated since v1.2.
Spoiler:

-Team Rings for CTF
-Blue Sphere for NiGHTS
-Brak Eggman has been updated to use the same model used for the sprites' prerendering- With a texture overhaul by myself.


V1.2 Mighty, Ray, RocketMetal, and Misc. polish and updated support for mods.
We got Mighty and Ray here, was really holding out for newer high quality mods for these characters but for now I'll release these, and just update them if need be in the future.

RocketMetal is also here- not much this say- mostly a "why not" addition considering it's lower effort.

On top of these guys- this update comes with updates to all of the Vanilla cast, some bigger then others, as well of some updates to scenery objects and enemies.
Some smaller details here
Spoiler:

-corrected compatibility with Neo Sonic, Modern Sonic and Werehog.
-Blaze now has a proper "Burning Blaze" super form.
-Polished animations for Sonic
-Tails has a completely redone walking animation.
-Knuckles has a completely redone walking animation, and new swimming frames.
-Amy got new shoes, and some color/texture polish.
-Metal Sonic has almost an entirely new meshes for his body, arms, legs, and hands. His was also completely reanimated from scratch. Color corrections as well.
-Fang has got a huge color correction overhaul, and minor animation polish.
-Normal Rings are now modeled.
-Misc other stuff.


3D Models for SRB2... are Official?!
As those on the Discord may already know, as of the upcoming 2.2.7 version of SRB2 models will be included with the game by default. All of the updates and such that come with official release(s) are included here- and probably will continue to be for now just for ease of access. Whenever I update here- it should be a simple process to merge with the official models. Just download and extract the v1.2 model .zip from here into your root SRB2 folder. (Where SRB2win.exe is located.) If it asks you if you'd like to overwrite existing files, you should answer yes.

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
-Neo Sonic
-Modern Sonic
-Yoshi
-Werehog
-Mighty
-Ray
-RocketMetal
-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. I promise I have more characters just waiting on the sidelines waiting to be released, out of respect I continue to wait on their Mod Creators to finish and release up before I can. Shadow is a notable example.
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: 7z Jeck Jims' 2.2 Models v1.3(FULL).7z (5.32 MB, 21438 views)
File Type: 7z Jeck Jims' 2.2 Models v1.3(PATCH).7z (2.70 MB, 6840 views)

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Comments
Old 02-24-2020   #62
Elyos03
 
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Quote:
Originally Posted by XleederTH View Post
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 ----------



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.
Okay, but compare the monitors' screens back to back. Especially Tails' 1-Up.
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Old 02-24-2020   #63
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Hey, is anyone else getting these weird 1 frame flickers when playing with models where it looks like a portion of the model stretches off for a single frame? it doesn't seem to be affecting game play but I wish I knew the cause. I also wish I could get a screenshot but it seems to happen at random and I haven't been able to get it to happen while recording a gif.
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Old 02-24-2020   #64
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V1.0.2 Small Patch correcting an oversight with Eggrobo for the battlemode mod. Download just the 1.02 and merge with your files if you already had v1.0 or v1.01.
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Old 02-24-2020   #65
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question: Will Metal Knuckles be added in a future update (since there's Metal Knuckles model from Sonic R)?
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Old 02-25-2020   #66
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I finally managed to get it in a gif but its that flicker right as Tails starts flying.
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Old 02-25-2020   #67
MRoach
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Quote:
Originally Posted by Elyos03 View Post
Okay, but compare the monitors' screens back to back. Especially Tails' 1-Up.
I'm pretty sure it's related to perspective, cause I took some screenshots and this is what happened (his screenshot makes it look like a perspective problem, so I might go for that hypothesis.):



---------- Post added at 12:16 AM ---------- Previous post was at 12:11 AM ----------

Quote:
Originally Posted by TSHYGUY View Post
Hey, is anyone else getting these weird 1 frame flickers when playing with models where it looks like a portion of the model stretches off for a single frame? it doesn't seem to be affecting game play but I wish I knew the cause. I also wish I could get a screenshot but it seems to happen at random and I haven't been able to get it to happen while recording a gif.
It is something the game just does, because it uses something called interpolation, which creates "nonexistent" frames, so the animations look fluent. But if you don't like it, you can just disable it with a command or at settings/OpenGL/model interpolation.
Also, you might have to use the recommended settings which are shown in a image above; I don't doubt you it's at settings/OpenGL/model interpolation/always.
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Old 02-25-2020   #68
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Hmm, that might be the case.
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Old 02-25-2020   #69
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Quote:
Originally Posted by XleederTH View Post
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 ----------



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.
Yea but WITCH FOLDER remember this is my first MD2 I need to know Witch Folder!!!
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Old 02-25-2020   #70
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The models and the zones have slow framerate.
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Old 02-25-2020   #71
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Quote:
Originally Posted by TheSilentGuy View Post
Yea but WITCH FOLDER remember this is my first MD2 I need to know Witch Folder!!!
The same folder as SRB2/the game.

---------- Post added at 06:52 PM ---------- Previous post was at 06:51 PM ----------

Quote:
Originally Posted by Rrose80149 View Post
The models and the zones have slow framerate.
It's due to some little bad optimizations and your PC, it's getting better as the game updates though.
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Old 02-26-2020   #72
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Im just going to say it.
I absolutely love the Sonic model.
While yes, the other models are pretty good too, Sonic's model just stands out more.

I don't exactly know what it is, but it's so good!


You completely had me on this one, excellent job!
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Old 02-26-2020   #73
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Quote:
Originally Posted by XleederTH View Post
The same folder as SRB2/the game.

---------- Post added at 06:52 PM ---------- Previous post was at 06:51 PM ----------



It's due to some little bad optimizations and your PC, it's getting better as the game updates though.
OH OK thanks!
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Old 02-28-2020   #74
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I don't wanna be a bother... but... why are the model animations stuttery?

https://imgur.com/a/bApGSX6

This wasn't happening before...
Am I dumb, and didn't notice?

Problem Fixed, Nevermind! :)
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Last edited by Plazzma02; 02-28-2020 at 09:07 PM. Reason: I fixed it myself........ :D
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Old 02-28-2020   #75
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Quote:
Originally Posted by Plazzma02 View Post
I don't wanna be a bother... but... why are the model animations stuttery? https://imgur.com/a/bApGSX6
In case someone is having the same problem: this is due to model interpolation being disabled; use the recommended settings. Jeck already talked about this.
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Old 03-01-2020   #76
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Quote:
Originally Posted by Plazzma02 View Post
I don't wanna be a bother... but... why are the model animations stuttery?
Thanks for showing me this lol, I think it fits the models very well
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Old 03-01-2020   #77
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Quick question, how do I edit the animations on the md3 file to be what I want it to be? Or do you not want us doing this kind of thing with your models?
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Old 03-03-2020   #78
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UMMMM THE MODELS ARENT LOADING NOW I just put all md2s out from models file IS THIS INCORRECT?
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Old 03-03-2020   #79
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Originally Posted by TheSilentGuy View Post
UMMMM THE MODELS ARENT LOADING NOW I just put all md2s out from models file IS THIS INCORRECT?
Yes, it is. You must leave them in the folder, since they are read inside of it.
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Old 03-06-2020   #80
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Quote:
Originally Posted by ITSTIME View Post
Quick question, how do I edit the animations on the md3 file to be what I want it to be? Or do you not want us doing this kind of thing with your models?
I am just gonna answer how to make animations...
So, you start with having Misfit 3D models first, and then edit each frame using the tools the program provides. Not gonna TEACH you everything and neither here, since it's kinda off topic.
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Old 03-07-2020   #81
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I found a bug where the team monitors used their modern variants, even though I didn't have the addon loaded. See the attached gif. This happens with both team colours, even though i only recorded the blue monitors.
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