19/08/98 ================================================================ Model Name : TAC-ranger installation directory : quake2/baseq2/players/ranger Author : Michael 'Magarnigal' Mellor newly opened homepage at http://members.tripod.com/~magarn Skin Author : James 'Gwot' Edwards -- gwot@globalserve.net Check out his homepage at http://www.globalserve.net/~gwot/ Email Address : mellor@iaccess.com.au Model description : TAC (Tactless Assault Core) - ranger, is a rather large, aggressive bio-robotic assembly..yaddah yaddah..designed primarily for the destruction of things other than itself. Other info : My first ever PPM. Took a hell of a long time to make, learning the tools as I go, appreciate it :) Additional Credits to : A huge thanks goes out to James 'GWOT' Edwards for bringing the model to life with an absolutely suberb skin, he really is a genius. And credit also goes to GWOT for helping with the finer points of the skin mapping. Also a massif thankyou to Larry "Howzer" Ellis for all the playtesting and ideas throughout the development of this PPM. ================================================================ * Play Information * New Sounds : nope - cyborg sounds work well. CTF Skins : no, someone help me out here... VWEP Support : nope, not practical * Construction * Poly Count : 670 Vert Count : 469 Skin Count : 1 - this had better change real quick :) Base : new model from scratch Editors used:- Modelling/animation : Lightwave 5.5, QME, Q2modeler Skinning/mapping : Paintshop pro, Fractal design Painter, NST, Q2modeler Bugs/comments/excuses : No real problems with this model. It should conform pretty well to the Bounding box in most anims...he does stretch up a bit in the taunt and point scenes, shouldn't be a hassle tho. Oh, and no I didn't rip the taunt scene from 'supermale', this tris was finished ages ago, twas just that the skin suffered some delays...hey, quality is worth waiting for :)) I believe there are a few tris in the very upper arms that don't get seen a lot and are basically wasted, this is due to the stupid way I animated the arms...I could have removed em, but that would take effort, and because of the reasonably low poly count of the model I decided they can stay... Build/Animation time : A long, long time. * How to use this model * Oh come on! You should know this by now, just make sure you extract to quake2\baseq2\players\ranger. * Copyright / Permissions * QUAKE(R) and QUAKE II(R) are registered trademarks of id Software, Inc. All rights reserved.