11-17-98 ================================================================ Model Name : Hubcap installation directory : quake2/baseq2/players/hubcap Author : Rikki Knight {Phukyumoto(CW)} Skin Author : ctf, hubcap, & dead skins: Rikki Knight deathcap skin: Brian "EvilBastard" Collins Chaingun and BFG vweap skins: Mike Cassidy Railgun, Rocket, & Grenade launcher skin: Rikki Knight Email Address : wigger@texas.net Model description : A player model of the Autobot, Hubcap. Realeased in 1986, he was basically a yellow variant of Cliffjumper with a different head. He was re-released in '93 under the Generation 2 flag in a chrome red motif. Skin info : I opted to do his main skin in the red for obvious lack of yellow in the palette reasons. The CTF skins are an "inside joke" that most likely only the Q2pmp and Bodyshop message board frequenters will "get". There is a green CTF skin to support the 3 team ctf mod (http://3tctf.gamepoint.net/) The dead skin is present because I personally like the way things look in greyscale. The EvilBastard skin is there because he is the best! And he was nice enough to accept my request that he chrome this puppy. Animation info : This model was made for TFQ (http:www.telefragged.com/transformers). It is basically the test model for us to get plugin player models into the mod. So no real thought went into such things as taunts. One is just the transform animations, and another I just used the jetpack animations for. (Yes, we have added extra anims for our player models) Another notable item, he is very small. In Dm this will cause bounding box issues. Our god- like TFQ coder however, has found a way to switch the boxes around and actually make a pretty good fit on the models in car mode, so in TFQ this won't be an issue. Also for you picky @#$!'s out there. This is my first venture into Character Studio anima- tion, so don't expect bells and whistles. Animating in there isn't as easy as I thought it'd be. After fully animating a few models vert by vert in Q2modeller, I had this big ego going, thinking what killer animations I would accomplish with 3DSmax. Boy was I wrong! There's alot to learn about this stuff before you get really good. Additional Credits to : id Software, for Quake 2 and the standard weaps I used for part of the vweap. Mike"BRUTICUS(CW)"Cassidy a.k.a Shatter-Tite for the Chaingun and BFG vweap models. The Grenade Launcher, Rocket Launcher, Vortex, & Railgun were done by me. Chaos team for the chaos vweap models (I hack- ed them up majorly). Sorry Chaos guys, but 700 polys is just way too much to use for a pick up weapon. As mentioned before, I also totally remade the vortex vweap. Thanks to : My clan, the Cybertronian Warriors. All of [BSC] Body Shop Crew. Rogue13 for all the Max advice, and the Q2pmp. Chrome Tiger, Krull Man, and all at The Body Shop. Brian "EvilBastard" Collins. Gwot. Mike Cassidicus. Jason, Gears, Skeezer, and the rest of the TFQ crew. And all my other homies, sorry guys, I'm sick of typing. ================================================================ New Sounds : NO CTF Skins : YES VWEP Support : YES(Chaos too!) Poly Count : 611 polys tris.md2/weapons vary Vert Count : 392 Verts Skin Count : 6 Skins Base : New model Editor used : 3DSmax, Cstudio,PSP 5, NST, and Q2modeller Known Bugs : None unless you guys name the directory wrong, then you'll see red weapons. Build/Animation time : About 5 weeks * How to use this model * Put it in Quake2/baseq2/players/hubcap, that's it. Don't screw it up. * Copyright / Permissions * QUAKE 2(R) is a registered trademark of id Software, Inc. I specifically forbid modifying my model into garbage for distribution. (It happens, anyone seen that Reflector model floating around? Made from my Starscream.) Otherwise, skin, use, modify for personal benefit... whatever. Just don't distribute commercially or Hasbro will sue your ass. Oh yeah :) Hubcap is owned by Hasbro Inc.