Ornithomimus Plugin Player Model for Quake2 - by Conor O'Kane


Instructions: Unzip the entire contents of this .zip file (ornithomimus.zip) into quake2\baseq2\players\ornithomimus.

Description: Ornithomimus is another dinosaur PPM, based in part on my first Quake2 model, Raptor. The head, neck, tail and hands are entirely new and the rest has just been scaled to suit the proportions of the new model.

Model technical details:
Tris.md2 Weapon.md2
Vertices 474 64
Mapping Vertices 513 71
Triangles 737 116
Skin Size 256 X 256 180 X 60
Skin Use 70% 62%

Sounds: I've included Tigerman's Raptor sound pack with this PPM as they work very well with any dinosaur type model. Read sounds.txt for more info.

Skins: There are 8 skins included in the .zip - two of which (Ocean and Marz) are standard blue and red for CTF games. There's also template.psd - the original Photoshop file I used to make the skins, with mapping grid, shadows and highlights on separate layers, for all you skinners out there.

General notes: This model is probably best suited to open DM levels as the tail sticks out of the bounding box during some of the animations (particularly the run) and can stick through walls when running with your back to the wall.

If you use Eraser Bot, you might want to add the following to your bots.cfg file, before the teams list:

#Ornithomimus
"Ocean" "ornithomimus/ocean" 3 1 2 9 1 1 200 "Marz" "ornithomimus/marz" 1 5 5 5 0 0 200 "Frigid" "ornithomimus/frigid" 3 2 3 0 1 0 200 "Leonard" "ornithomimus/leonard" 2 3 4 1 0 0 200 "Grit" "ornithomimus/grit" 4 3 3 3 0 0 200 "Retpyleon" "ornithomimus/reptyleon" 2 4 3 6 0 0 200 "Sienna" "ornithomimus/sienna" 2 2 2 7 0 0 200 "Prince" "ornithomimus/prince" 4 1 2 8 0 1 200

And put this in the teams section:

"Ornitho"       "or"   ""["Prince" "Sienna" "Frigid" "Ocean" "Marz" "Leonard" "Grit" "Reptyleon"]

Notes for modellers: This is my 4th ppm so far. I didn't bother doing taunt, flip, wave, point or salute animations for it because they take so long to do and in my experience, nobody ever uses them. Bots certainly never use them, and most players probably only see them in NST when they first check out the model, and then never see them again. The model was built in 3D Studio Max, and is made entirely of separate objects (cause I don't have Character Studio or Bones Pro). I decided to use separate objects (rather than solids, morphing) as it provides much more fluid animation - even if the model does look a little angular. (e.g. check out the clenching fingers during the stand cycle and the Stevie Wonder head move during the crouch cycle.) The skin mapping was done in Q2 Model Editor and NST.

Thanx must go to:

Everyone at Planetquake, Bodyshop and Quaker Refuge for making these models available to a wide audience.
martinp1@topaz.cqu.edu.au for the Max ASCII exporter.
NPherno for the snazzy NST.
The genius coders of Quake2 Model Editor.
Id Software.
Tigerman for the sounds.
Ridah for Eraserbot - Ideal for model testing and team games.
All the modellers and skinners out there!

Dino facts:

Ornithomimus means 'Bird Mimic' and it is believed these dinosaurs may have behaved similarly to the modern ostrich. It was a Coelurosaur and lived during the upper Cretaceous (120 - 70 million years ago) period. Full grown it measured between 3 and 4 meters long (much bigger than Velociraptor... but I've scaled it down to fit the Q2 bounding box better). It is thought Ornithomimus was an omnivore and may have had a toothless beak. Ornithomimus fossils have been found in North America and Eastern Asia. Check out a picture of an Ornithomimus skeleton.

See - Quake can be educational too!

Conor O'Kane
July 22nd 1998