6/12/98 ================================================================ Model Name : Valkyrie VF-1S installation directory : quake2/baseq2/players/valkyrie_vf1s Author : Dan Bickell Skin Author : Dan Bickell (of course) Email Address : danbickell@loop.com Model description : This is a VF-1S model Valkyrie, a transforming mech from the popular anime TV series "Macross" Other info : all standing frames are in battroid mode, crouching animations are all in gerwalk mode, and the taunt sequence transforms to fighter This model is over 900 polys due to it's transforming nature, so it's not recommmended for use on slow systems, as it may reduce the frame rate more than typical plugin players. Additional Credits to : id Software for making this possible... Thanks to : Lee Perry for help with Lightwave 3D, and Rikki Knight and Jason Seip for Jetfire reference material ================================================================ * Play Information * New Sounds : no. too bad you can't have custom footstep sounds. CTF Skins : yep. VWEP Support : no. Valkyries carry GU-11 gun pods only :) * Construction * Poly Count : 905 Vert Count : 596 Verts Skin Count : 6 Skins Base : New model Editor used : Lightwave 3D 5.5, Q2 Modeler 0.9, NST 0.9, Paintshop Pro, Photoshop Known Bugs : Quad shell is screwed up. The model was original meshed and .md2 compiled in the older version of Q2 Modeler. Any body know of a fix? Build/Animation time : approx. 90 hours, over 2 months (was going to be first Lightwave project, but was MUCH too complex for a first project, do to transforming nature) * How to use this model * Unzip all files to your quake2\baseq2\players\valkyrie_vf1s\ directory, and select at player setup in multiplayer menu. * Copyright / Permissions * Do whatever you want with it, just give me credit and don't sell it (unless you want to give me my cut) QUAKE(R) and QUAKE II(R) are registered trademarks of id Software, Inc. Author's notes (and excuses): I tried to keep the poly count down, but decided early on that it would not be possible to keep it under 800 and have it fully transformable (a very complex transformation) and have AT LEAST the same detail as my original non-transforming Battroid model. In fact, the model detail level is actually simpler on this model than on the original Battroid, there are just so many more seperate parts that it would be impossible to do it under Q2PMP's 800 poly limit without sacrificing too much model detail. And what would be the point of making a new Battroid to replace my old crappy one (my first model), if it were less detailed? The skin mesh is very complex, and although it appears to be very cramped, there is 29% wasted space. There are just so many seperate parts on the mesh (because there are so many seperate parts on the model), that all the little space inbetween them add up to almost 30%. That may seem like a lot of wasted space, but it couldn't really be optimized any better without warping the skin, which has a LOT of straight 90 degree angle lines that need to line up from part to part. Framerate (at least on my system, a PII 266 w/ Pure3d) is not visibly effected by the high poly count, but I wouldn't recommend using this PPM on slow systems without 3d cards. The model was put together from 2 seperate skeletal setups in Lightwave, one for the battroid mode (standing) sequences, and one for gerwalk mode (the crouching sequences). Some (transformation sequences) frames were modeled seperately in LW Modeler. I'm very pleased with the results of this project, and I've already modeled other versions of the Valkyrie. I may release VF-1A, VF-1J, and possibly Super VF-1S versions in the future, if interest is sufficient.