Type: Quake 2 Multiplayer Pluggin Model Name: ai ai ( as in video girl ai ) as far as I know means 'love' in Japanese but then it could be a.i., atrifical intelligence, or both ( some kind of robot love doll? doh I'm to late for all that aren't I ) or then it good be neither... You decide. Its really easy to spell though ;) Release Date: 28th August 1999 Author: Ian Waugh E-Mail: gundam@btinternet.com or ian.waugh@virgin.net Homepage: No (I've got a design and its on the things to do list) Files: ai zip 890,202 28/08/99 23:47 ( containing these ) tris md2 355,420 24/08/99 23:47 weapon pcx 17,304 24/08/99 23:36 ai_i pcx 1,869 28/08/99 20:38 ai pcx 44,932 28/08/99 18:46 ctf_b pcx 45,357 28/08/99 18:46 ctf_b_i pcx 1,865 28/08/99 20:56 ctf_r pcx 46,035 28/08/99 18:46 ctf_r_i pcx 1,876 28/08/99 20:56 weapon md2 53,012 22/08/99 23:21 bump1 wav 6,664 26/08/99 22:38 pain25_2 wav 18,002 25/08/99 22:06 pain25_1 wav 21,892 25/08/99 22:12 pain50_2 wav 16,270 25/08/99 22:08 pain50_1 wav 22,782 25/08/99 22:09 pain75_2 wav 21,194 25/08/99 22:07 pain75_1 wav 30,008 25/08/99 22:17 pain100_2 wav 33,294 25/08/99 22:19 pain100_3 wav 30,464 25/08/99 22:20 jump1 wav 15,042 25/08/99 22:22 gurp1 wav 26,318 26/08/99 22:34 gurp2 wav 17,502 25/08/99 22:23 fall1 wav 7,330 25/08/99 22:26 fall2 wav 17,616 25/08/99 22:24 drown wav 66,440 25/08/99 22:42 death1 wav 34,770 25/08/99 22:48 death2 wav 43,204 25/08/99 22:47 death4 wav 28,402 25/08/99 22:44 death3 wav 48,568 25/08/99 22:46 ai txt 8,492 28/08/99 22:47 Instructions: Create a folder Quake2\baseq2\players\ai and just unzip all of the file into there. This model can be freely distributed electronically as long as this text file is included, unmodified. If you wish to include it in a compilation, Mod or commerical product, please email me first. Description: She is just a fairly generic anime style girl with idealised human female proportions, long legs, short body, pert chest etc. I hope it isn't to unrealistic. It is not ment to be any one character in particular, but the main skin is based on the pic mentioned below The gun is a sort of large caliber submachine gun thingy, again Shirow influnced. I though it might make a change to give Q2 a charcter a small gun ;) Influences: Most of the things I do tend to be influenced by Masamune Shirow, Kenichi Sonada and Kia Asamiya, and ai is no exception. The main influnce for the skin is this one particular picture by Masmnue Shirow (try one of these links to see it ) http://www.angelfire.com/ga/hobbes3000/images/ghost6s.jpg http://x4tech.simplenet.com/intron/shirow11.jpg ai doesn't even come close to doing that masterpiece justice. Model Info: Vertices : 404 Mapping Vertcies : 573 Polygons : 799 tris Skin : 256x256, none attached Wasted skin space : 23% Weapon Info: Vertices : 61 Mapping Vertcies : 94 Polygons : 173 tris Skin : 128x128. 1 skin attached to the model /baseq2/players/ai/weapon.pcx Wasted skin space : 20% VWEP: No Tools used: Mesh : Inspire 3D 1.0 (Actually model in Max? NEVER i say ;) ) Animation and Mapping : 3D Studio Max R2.5 and Character Studio 2.0 ( Although Character studio is the best animation software I have ever used, I prefer the general Inspire/lightwave way of doing things and I'm really looking forward to Lightwave[6] ) IOUV 0.7 max script was used to transfer mapping to q2 model editor ASCMaker plugging to export from MAX to asc files for Q2 modeler Skins : NST .92b, Corel Photopaint 8.0 ( because its better than photoshop ( I'm trying to be contraversial here ) ) Compiling : Quake2 Model Editor .9 Viewing : JawMD2, The Skin View mod and MS2 viewer Sounds: The sounds are based on the standard ID Software samples, but have been processed to be more kawaii. Many thanks to my brother Dave for the audio work, removing a lot of the noise and clicks, re-pitching and time stretching them. Dave is an audio perfectionist and sample wiz, and he would like me to point out he (only he) considers the sounds a bit poor, because of the raw material he had to work on are of low audio quality. Model Notes: Ok its my first Q2 model, don't be too rough on me. It is actually my fouth plugin player model, but the last three , MajorK, Etac and ASWAT where for Half-Life. I figured if I ever want to turn this hobby into a paying gig, then I better learn to animate sharpish. Hence I did a Q2 model, really just for anim practice. This is my excuse for not doing lots of skins, orginal sounds and VWEP (not a very good excuse is it ). The model its self has a few problems, a few edges I really should of turned, the fingers do strange things if you look very close. The poly count is high for such a generic figure, ( but if you have vodoo2 or TNT or better it is not like you will actually notice the higher number of polys ). Not all of the vertices do a lot of work, it isn't that optimal, the ones halfway down the limbs don't do much but I put them there to try and prevent to much deformation and give the Character studio bulge editor something to use. The model is a little to square and boxy for all of those polys. Mapping again has a couple of minor problem areas, but it does'nt affect it that much. I really should of detached the arms from the body to get more room for the body sides. Wasted space is a little high, but I prefer something that is easy to skin then soemthing that used every spare pixel of space. Animation was a new challenge, I am fairly happy with the results but I really should of done more with legs they stay planted to the floor to much and aren't very interesting. The run's stride anim is a bit short and the model appears to skate a bit in game. Plus I did all of the anims as sperate files, not one big one, this make reaplying bip files after model changes VERY tedious and pretty much rules out VWEP 'cause of the amount of work involved. I could'nt really combine the anims because I used the CS feet stay to much on its own without setting keys like I should of. Stupid. Next model I'll do as one big file. Anyway it was a learning experience. Other: I sometimes can be found as "Gundam", late at night on Wireplay, Barry's world and other UK servers, playing Kingpin, Half Life, TFC, Counterstrike or even Quake2. Thanks: Dave for the work on the sounds The authors of NST, Quake2 Model Editor, IOUV script and ASCMaker pluggin. This model would of not been possible without you. Cold Fusion, The Q2PMP and 3D The bodyshop for posting my last models and saying nice things about them. Everybody who emailed me about Etac, MajorK and ASWAT. many thanks for the words of encouragment. Every one who has done a Player model before, thanks for the inspiration and now I really appreciate the work you put in to bring them to life. And not forgettting ID Software for Quake2