?? blade.txt
字號:
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.
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