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Brak-Eggman (MetalRobotnik) Details »»
Brak-Eggman (MetalRobotnik)
Version: 1, by TheDoctor TheDoctor is offline
Developer Last Online: Feb 2017

Category: Version: SRB2 Rating: (1 votes - 3.40 average)
Released: 03-29-2014 Last Update: Never Favourites: 1
Re-Useable Content Models

This all started with Sonicfan 2000's idea of trying to create a Brak-Eggman md2, but was later handed the original model of brak-eggman to work with, unfortunetly it was too high-poly for it to be put into SRB2. So, he handed it to me to reduce the poly count of the model. In doing so, all the frames of the model were wiped, and he had asked me to complete the frames of the model. So here we are, an md2 model of Brak Eggman that was used to make the sprites, now is an md2 model based off the sprites that were based off the model. Wibbly Wobbly timey-wimey.

In the MD2 dat file, put this code in:

Brak BrakEggman.md2 3.0 0.0

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File Type: zip BrakEggman.zip (251.3 KB, 855 views)

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Comments
Old 03-29-2014   #2
MellowJacket
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oh my, so a model which was turned into a sprite is now turned back into a model? Oh SRB2.
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Old 03-29-2014   #3
Snu
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I wonder if I...



Oh my god -shot-

Anyways awesome MD2 =P

Now just to put this with Jeck's Sonic MD2 and Blue Warriors final boss remix and we are in business! >=3
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Old 03-29-2014   #4
Boom Sanic
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This isn't working for me.
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Old 03-29-2014   #5
TheDoctor
 
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Quote:
Originally Posted by Boom Sanic View Post
This isn't working for me.
Did you follow all the correct steps that are needed to be taken?
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Old 03-29-2014   #6
Boom Sanic
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Yes I did. The model doesn't show up, just the electricity around where the sprite would be.
EDIT: Nevermind, put it in the wrong md2 folder.
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Last edited by Boom Sanic; 03-29-2014 at 08:17 PM. Reason: Problem solved.
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Old 03-29-2014   #7
Terra
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You finally uploaded it! Awesome! I can't wait to try this out!
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Old 03-29-2014   #8
VirtualBlitz546
 
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Well I expected to be the first in make this brak egghead md2 xD I just had the Meshlab program to decimate polycount. But oh well, this is amazing! good job :D.
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Old 03-29-2014   #9
TheDoctor
 
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Quote:
Originally Posted by VirtualBlitz546 View Post
Well I expected to be the first in make this brak egghead md2 xD I just had the Meshlab program to decimate polycount. But oh well, this is amazing! good job :D.
Stole your release huh? *brak eggman laugh here*
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Old 03-30-2014   #10
SSNTails
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Quote:
Originally Posted by VirtualBlitz546 View Post
Well I expected to be the first in make this brak egghead md2 xD I just had the Meshlab program to decimate polycount. But oh well, this is amazing! good job :D.
I'd still like to see someone configure the model with the original animations (this new walk cycle isn't quite as good, for example) and fix some of the polygon issues (there's a triangular hole on one of his arms).
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Old 03-30-2014   #11
TheDoctor
 
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Quote:
Originally Posted by SSNTails View Post
I'd still like to see someone configure the model with the original animations (this new walk cycle isn't quite as good, for example) and fix some of the polygon issues (there's a triangular hole on one of his arms).
From my experience, I wouldn't say its possible. When reducing the polycounts, all the frames and skeletal attachments are removed due to the change in the models shape. Think of it as an enzyme, and how it requires a specific shape to carry out its duty, then you reduce its polycount, and because its shape is changed, it can't carry out its old duty.

Still I willing to fix this model in anyway, which arm did you see the hole? And the walking animations were made by looking at the sprites, so there might be some flaws, so simply tell me where I could make improvements.
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Old 03-30-2014   #12
SSNTails
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Just wait for the next patch, which will allow higher polygon models.
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