10/11/98 ================================================================ Model Name : Tekkaman Blade installation directory : quake2/baseq2/players/tekk-blade Author : Michael 'Magarnigal' Mellor homepage at http://magarn.3dpalette.com Skin Author(s) : FIX created all blade skins included - no, he DOES NOT do tc/clan requests and don't mail him asking 'how do u make yer skins' email : ogro_fix@yahoo.com homepage : http://www.fondation.com/pandemonium My Email Address : mellor@iaccess.com.au Model description : It's the popular anime character, Tekkaman Blade. Other info : Please note: I will not take any model/clan/tc requests. Additional Credits to : id software. FIX, for once again coming through with brilliant skin work. The guy is invaluable. Howzer and Faxmodem for ideas and criticisms - however baseless and irrelevant :)) ================================================================ * Play Information * New Sounds : no CTF Skins : no VWEP Support : no, could work tho * Construction * Poly Counts Tris.md2 : 756 weapon.md2 : 44 Vert Counts tris.md2 : 457 weapon.md2 : 28 Skin Count : 9 Base : new model Editors used:- Modelling/animation : Lightwave 5.5 Converting/clean-up : QME, Q2modeler Skinning/mapping : NST Bugs/comments/excuses : The model is approx 3 heads taller than the standard male, This was a specification by the clan who I was building it for at the time. Serious bounding box issue here people. So watch out if you attempt to shoot him in the head, and when he is crouched...well, we won't go into that. The feet become quite jittery in a lot of scenes, I've got to find a better way of grounding the feet in lightwave...any suggestions? Thankfully, with Quake2's interpolation, all small jitters become unnoticeable in-game. Please don't neglect importing the weapon.md2 The animations look rather strange without it. A note to skinners: I wouldn't attempt to skin this thing unless you paint directly onto the model using a program like NST. Due to the segmentedness (?) of the model, the baseframe is seriously disjointed. Build/Animation time : a few weeks, on an off. * How to use this model * extract to quake2\baseq2\players\tekk-blade run quake2, kill things. * Copyright / Permissions * QUAKE(R) and QUAKE II(R) are registered trademarks of id Software, Inc. All rights reserved.